Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors


The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9


A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163



TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail:



The programme was now made in large. From the very first episode. the story that introduced the Cybermen. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. An Unearthly Child. Seven different actors have portrayed the Doctor. and had several confrontations with his old enemies. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. infinitely flexible TARDIS. an irascible old man known as the Doctor. it was revealed that the Doctor was a Time Lord. 1963. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. They were introduced to Susan Foreman. the strong characterizations of the leading players. Details of the DOCTOR WHO universe will be found in Part Four of this book. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. 1969 During two and a half years. modern studios at the BBC’s new Television Centre. the Daleks and the Cybermen. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned. Sydney Newman. have been temporary time-travellers with the Doctor. that he had little idea of how to navigate it and that it was defective anyway. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. an untidy and deceptively simple clown. Patrick Troughton inherited the TARDIS. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set.DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. but here is a brief history of the programme to provide a context for later references. faced with the problem that his leading actor had to retire from the programme. in the role of the Doctor. the home planet of the Time Lords. but also erratically brilliant. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors.’ explained Susan — a spaceship capable of travelling in time. 1966 At the end of The Tenth Planet. and portrayed the Doctor as a cosmic hobo. grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets. allowing a new actor to take on the role. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. had envisaged DOCTOR WHO as an educational series for children. Yet they knew they were seeing something special. each of them adding something to the Time Lord’s complex personality. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. Jon Pertwee. Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. however. making history exciting and accessible for a young audience. Scores of companions. Most important of all. The War Games . the first episode of the first DOCTOR WHO story. with a succession of glamorous female companions and a penchant for gadgets and fast cars. In the last of the second Doctor’s adventures. the day after John Kennedy was assassinated in Dallas. 1963 William Hartnell played the first Doctor as an old man: eccentric. they had no idea that they were watching the beginning of a legend. has been revealed. most of them young Earthlings. The Doctor would hop back and forth through time. was dashing and debonair. He met the Daleks. In the three decades that have elapsed since that memorable November evening. forgetful and bad-tempered. And something of the Doctor’s origins on Gallifrey. science fiction ideas began to creep in. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. a schoolgirl who claimed to live in a police telephone box in a junkyard. 3 . As viewers huddled round their living room fires on that cold. kind-hearted and iron-willed. science fiction themes and terrifying monsters. The characters and monsters from DOCTOR WHO are now household names in Britain. Daleks and Cybermen. the programme was shot and broadcast in colour. was broadcast on Saturday 23 November. The DOCTOR WHO producer. but half of the First Doctor’s adventures were set in Earth’s history. and her grandfather. head of drama at the BBC. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out.

Tom Baker stepped into the role to become the fourth Doctor. His body started to regenerate. The Three Doctors. K9 was retired. At the end of the year. a new producer was brought in under instructions to tone down the elements of horror in the programme. and for the first time most of the audience were adults. The fourth Doctor’s longest-standing companion. 1977 The longevity of DOCTOR WHO. most of it consistent. Two stories were set on the Doctor’s home planet. but in general the fourth Doctor explored new territory in original stories. the Doctor’s robot dog. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. Gallifrey. The BBC started to sell the programme to other countries. introduced the shadowy figure of Omega. however. the second half of the 1970s was full of detail. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. the campaign about the programme’s violence and alleged unsuitability for children reached a climax. as well as a new producer and script editor. the last producer of DOCTOR WHO.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. becoming still younger in appearance. Peter Davison became the fifth actor to play the Doctor. He also joined forces with UNIT which. and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs. The first DOCTOR WHO convention was held. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. nor has it been so large since. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars. The audience for DOCTOR WHO in Britain had never been so large. but in the following year even this stupendous achievement was topped during one story. was to become a mainstay of the programme for many years. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3. the Master. After apparently falling to his death. was herself a Time Lord. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. 1979 DOCTOR WHO was launched in the United States. and when a new season of stories began at the end of the year. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975. 1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. at the time of writing. about the Time Lords and the Doctor’s universe. 1980 John Nathan-Turner became the new and. K9. under its commanding officer Brigadier Lethbridge Stewart. 4 . new monsters which he would meet again. the Doctor regenerated for the fourth time. The first American convention took place. its recent surge of popularity. Some of the third Doctor’s stories had already been shown. made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. At the same time. played by two actresses across sixteen stories. but now the BBC had signed a substantial deal with Time-Life Television. the scientist who had pioneered time-travel technology. On screen. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. and he had confronted the Autons and the Silurians. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. an evil renegade Time Lord. and as a result the fourth Doctor’s adventures started to be broadcast nationwide.

1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. the seventh Doctor encountered the Master and the Rani. but in the meantime the old stories were being successfully resurrected. Peri. Brigadier Lethbridge Stewart. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. at least compared with those of its heyday. however. companions past and present. DOCTOR WHO returned. At the end of the year and of the first series. was broadcast at the end of the year. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. the introduction of another renegade Time Lord known as the Rani. and Colin Baker was removed from the starring role. The programme’s ratings remained poor. In spite of adventures that featured old enemies such as the Daleks. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. The Two Doctors. and a special programme. The result was a worldwide campaign to save the Doctor. at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air. now Virgin Publishing. 1987 The BBC announced that a seventh actor. The final story. Publisher WH Allen. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. about his home world and its powerful inhabitants. the BBC bowed to the pressure. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. in which all five of the Doctor’s incarnations. who had been poisoned with unrefined spectrox. Colin Baker became the sixth Doctor in The Caves of Androzani. The Five Doctors. had been appointed to play the Doctor. 5 . the last DOCTOR WHO story at the time of writing. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures. Daleks and Cybermen. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. As the above brief history of the programme suggests. Ace rapidly became one of the most popular of the Doctor’s many companions. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. Among his opponents were some old enemies — Daleks. the penultimate story of the 1984 season. vainglorious genius failed to prevent a slide in the programme’s viewing figures. Once again rumours abounded about the end of DOCTOR WHO. 1986 After a seventeen month gap. 1984 Peter Davison left the programme. played by Sophie Aldred. After almost three decades of DOCTOR WHO. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. pitted the Doctor against both the Master and the dark side of his own character.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. the Master. and earned renewed critical respect for DOCTOR WHO. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. a teenage girl from west London. Cybermen. the climax of the trial. The Doctor was on trial for his life. 1989 Survival. At the same time gradual revelations about the Doctor’s changing personality. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. The future of the programme was once again in doubt. in which Patrick Troughton played the second Doctor for the last time. The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. Sylvester McCoy. Cybermen and Sontarans. the fifth Doctor’s adventures began. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. the programme’s long life-span is at first sight its most remarkable feature. the unique appeal of DOCTOR WHO is that it can be seen as one long story.

It also allowed successive producers. script editors and writers of the programme to build layer upon layer of detail and mystery. and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures. 6 .DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads. directors.

The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey.) Each TARDIS. and it can adapt its appearance to blend in with the surroundings in which it materializes. 7 . Although its physical manifestation is usually small. it can expand its interior to any size. however. Their simple-mindedness. This longevity. The Doctor’s TARDIS is a Type 40. Not surprisingly each TARDIS is an intelligence. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. The Time Lord known as the Doctor. a species that resembles human beings in physical appearance. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. and sometimes he invites one or two of them to accompany him in his TARDIS. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. however. but the Doctor enjoys company. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey. driven by ambition and hatred. Rassilon and Omega. Their courage and ingenuity. with computing power so great that it can decipher the whole of the past. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting. Two scientists. a few of them find the place intolerably dull. gives the Time Lords a feeling of detachment from mere mortals. an obsolete model which has a number of interesting features that are missing on more recent versions. but he has made it his mission to protect the weak and combat evil throughout the universe. others. Companions Time Lords are solitary. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. and when it eventually wears out it regenerates into a new form. It has the power to materialize a part of its physical structure anywhere in space and time. very few TARDISes are used. is usually manned by only one Time Lord because Time Lords are solitary by nature. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. fear and innocence often lead them into danger. particularly that of humans. which allows the TARDIS to change its appearance. It is. an artificial universe of potentially infinite size. At about the same time Gallifreyan society began to split into two and the educated. in effect.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. and pay little attention to the rest of the planet or the rest of the universe. present and future of our own universe. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology. there followed an even more golden age of technological progress. time-travelling elite minority became almost a distinct race. humanoid and otherwise. also ‘borrowed’ a TARDIS to escape from Gallifrey. In his travels he has met and befriended hundreds of beings. albeit an artificial and alien one. The Gallifreyans. these explanations of a few central themes will help you to understand references in TIME LORD. standing for Time And Relative Dimension In Space. They provide a focus for his general concern for the well-being of the universe. He is hardly ever without at least one companion. thus complicating the Doctor’s plans and often jeopardizing their success. coupled with scientific knowledge. And because Time Lords have little interest in the universe. They called themselves Time Lords. A Time Lord can therefore live for thousands of years. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. usually a young human. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago. TARDIS The letters TARDIS are an acronym. erratic and mysterious of them all. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. perhaps the most brilliant. set off into time and space to carve out empires of their own. perfected the techniques of time travel and created the time machines known as TARDISes. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. who are threatened throughout their history by alien invaders and by the results of their own waywardness.

8 . TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor. each of them representing the Doctor after a regeneration. allies and even as his opponents.DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. the second Doctor and so on. as his companions. Although many elements of the Doctor’s character remain fixed. the various Doctors are identified by referring to them as the first Doctor. William Hartnell was the actor who originally played the part of the Doctor. and six other actors (so far) have taken on the role. each new body he inhabits seems to have its own quirks.

’ he said.’ Marna carolled defiantly. She turned away from him. gifted. He smiled again and turned to the woman beside him. Olberan my dear?’ she said. When every face at the table was turned expectantly towards him. If he had.’ Terellion gave him one her most encouraging smiles. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion. ‘No. however. She beckoned her manservant to her side and told him to refill the guests’ glasses. too. and finally focused on Terellion. ‘and go easy on the fruit juice. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. because everyone’s mind was on independence. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. irresistible and yet elusive. more at home on the Rim. and considered what she should do about Marna Grard. ‘Don’t tell me you’re not wearing yours. ‘don’t forget we’re about to have a toast. The conversation dwindled into silence as the drinks were poured. extending a slim hand across the table. on the other hand. a mischievous smile flitted across his impassive. Kereban darling?’ she said. and provider of dinner parties that are havens of serenity in these troubled times. ‘It’s starjade. sighed and shook his head. merited her attention now. ‘Not much time for jet-setters. She blamed herself for inviting disparate people to such a formal. The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion. anyway: 9 . Olberan was sitting opposite her with a scowl on his dark. ‘Didn’t hang about at the Core.’ she called out. tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme. Other guests. Marna’s eyes. deeply lined face. and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence. Terellion felt uneasy. ‘And anyway we can’t drink a toast.’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse.’ There were murmurs of agreement. raised her glass and tipped its contents between her wide. surely. of course!’ she exclaimed. The senator was flirting with her. ‘I propose a toast. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. ‘Marna. Terellion Pang: beautiful. How annoying.’ Olberan glanced at Kereban before transferring his gaze to Terellion.’ Terellion allowed none of her annoyance to show in her expression. Unfortunately. Teri. fingering the string of lustrous green gems at her throat. She should have held the gathering in the upper hall. he was keeping them to himself. moving her feet out of range. she realized with the intuition of a practised hostess that her guests seemed nervous too.’ he announced. ‘How interesting!’ she said. Marna Grard’s giggle broke the silence. intimate occasion when a buffet would have been better. crimson lips. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids.’ Marna was babbling heedlessly. ‘More of that delicious nirvana cocktail please. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game. Therefore we have decided to print only the first chapter of The Necromancers . She was almost taken aback by the directness and brilliance of his blue eyes. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds. Kereban looked at her for a moment. but watched her guests from beneath her long eyelashes. She knew that hers was the first dinner invitation that Kereban had received for weeks. ‘What’s the matter. The date was wrong. bearded face. Terellion steeled herself to interrupt. Terellion smiled prettily and lowered her face. Marna was chattering relentlessly to a goldfleece farmer with glazed eyes. were brilliant and her pupils hugely dilated. ‘Not to independence. my fellow senator. it is intended to give some idea of the structure. ‘I propose a toast to our hostess. she knew that. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening. Teri. For the third time that evening Kereban’s foot touched hers.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure.’ he said. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure.

she pinned it to one side so that it fell in a curtain concealing half of her open. she told herself. The meal was over and she would understand if the guests started to make their excuses soon. ‘If the Professor won’t tell me where we’re going. Ace thought as she tried to pick a good time to interrupt his reverie. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. The whole point of the TARDIS was that it transcended the dimensions of space and time. She paused only briefly: she was accustomed to the strange powers of the TARDIS. And who the blazes is Sebaran?’ Terellion was concerned about Marna. so why can’t he look a bit more lordly? He looks likes a gormless gardener. the Doctor had said. square-jawed face. pale panama hat and question-mark-handled umbrella hung on the coat stand. But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen. after all. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. but had abandoned it because she thought the Doctor wouldn’t approve. electrical components and audio cassettes. She stood in front of a full-length mirror and experimented with hair styles. blew herself a kiss and grimaced laughingly. but then again you never who you might bump into when you stepped out of the TARDIS. the black satin one with badges all over it and Ace embroidered in big red letters across the back. but had decided that the crinoline might get in the way if she needed to move fast. ‘I’ve had about enough of this. He was in the control room. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought.’ *** Wear something suitable. ‘Oh my god. an old buffer who should be looking after his prize roses and tending his orchard. partly because it was concealed under a pile of discarded clothes.’ She turned. and wasn’t a kid any more. ‘What’s she staring at? I can’t see anything. She was growing up. although she couldn’t be bothered with it most of the time. 10 . Marna pointed to the door and screamed.’ he said. and went to find the Doctor. lipstick and green eye shadow. It was a waste of time. anyway. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes. as she had expected. strode through the nearest doorway and found herself back in her bedroom. She pulled on her favourite jacket. the planet on which he had found her. ‘Too much nirvana. at least. She had tried on a gown from eighteenth-century France. she piled it on top of her head. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner.’ she said to Kereban. She thought she looked young without a bit of make-up. it was bigger — infinitely bigger. he might land the TARDIS somewhere as cold as Iceworld. it’s Sebaran! He’s come back to me!’ Marna shrieked. books. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. She would know better next time and. The brief ensuing silence was shattered by the sound of breaking glass. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. an autofocus zoom camera. things hadn’t gone too badly. staring wide-eyed at the guests. ‘Ladies and gentlemen. Terellion instructed the manservant to call an ambulance. complete with a wickedly sharp hunting knife in a leather sheath. west London. ‘was Marna’s husband. Anyway. He died six months ago.’ he said. Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. A one-piece jump suit of silvery material had attracted her at first. The bed was the least noticeable thing in Ace’s room. ‘Terellion!’ ‘Terellion!’ the other guests shouted. ‘Sebaran. sat on it and ransacked the drawers in front of her. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. She pulled her shoulder-length brown hair into a pony tail. He’s supposed to be a Time Lord. but pleased that her party would be remembered as eventful. his crumpled jacket. Kereban rose to his feet and lifted his glass.DOCTOR WHO — TIME LORD this little dining room. she picked up her latest toy. She pouted her full lips. how am I supposed to find anything to wear? I’m off. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. She had found a daring little bikini made of animal skins. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time. ‘Sebaran!’ she shrieked. She managed to find mascara.’ she told her reflection. with its tapestries and dim candelabra. A large part of the room was occupied by benches covered with chemistry apparatus. because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. she glowered at her reflection as she inexpertly applied the make-up. was too gloomy. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe. Terellion looked where she was pointing but could see only the dark doorway. She dragged a stool from a workbench to her dressing table.

’ Ace let her arms fall to her sides. ‘Most people are happiest in their own era. but then the others had started to arrive. and laughter in the crow’s feet next to them. Ace. ‘You what?’ A sudden thought occurred to her. His face contained his character: intelligence and cunning in the sharp blue eyes. Ace. it would have thought itself in hell.’ After a final laboured surge. ‘I think so.’ Ace could feel herself blushing. or had been woken. The trauma had almost finished it: the intelligence had been unprepared for such swirling. because the TARDIS’s corridors were well equipped with food dispensers. she rarely ceased to enjoy it. We’re not going to Earth again.’ the Doctor said. they just sort of crept in while I wasn’t thinking of anything else. OK?’ The Doctor looked smug. Ace. it did so in the unassuming shape. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. frowned. The intelligence mentally curled itself into a ball and crept into a corner. one of my favourite apples. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating. ‘We’ve landed. ‘Yes. In themselves. ‘Er. the thoughts were little more than an irritation. At first it had been alone. I thought the whole point 11 . Professor? Better than the usual gear. travelling through time and space with an alien who looked like a funny little man.’ Ace said. a pencil and a pad of graph paper: she had turned back when she had run out of paper. The intelligence knew immediately than the others were unlike itself. She hadn’t used many of the cards: she had given up when she started limping. ‘Well I’m not. fear.’ the Doctor would say in exasperation. None the less it had tried to make contact. ‘You what?’ ‘Beauty of Bath.’ said the Doctor. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London. size and appearance of a police telephone box: a rectangular. anguish and desolation. all right? Anywhere else is better — and stop looking so pleased with yourself. If the intelligence had any conception of an afterlife. then.’ the Doctor said gravely. It ripens early and has a fine ruddy colouring. Ace never ceased to wonder at herself. I’m not setting foot outside the TARDIS. ‘You must be able to remember police telephone boxes. It had been asleep. Time Lord or gardener. eh?’ ‘Eminently suitable. disordered thoughts. the others who were also intelligences but were unlike. The first time she had set out from the control room with a rucksack full of provisions. they were before my time. It was drowning. concern and responsibility in the furrows across his forehead and alongside his mouth. touched a few buttons. the time rotor subsided and remained still. but then again. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically. ‘What do you reckon on this clobber then. however. which had been terrifying enough. He turned to look at the console.DOCTOR WHO — TIME LORD ‘Beauty of Bath. And if we land anywhere near sodding Perivale.’ The Doctor’s smile broadened. I didn’t mean to. Doctor. the intelligence was suffocating. he was uniquely the Doctor. ‘It’s rude to listen in. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. ‘A very good choice of garments.’ ‘Like I keep telling you.’ said the Doctor. Now it had woken. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain. determination in the jut of his chin.’ Ace smiled and shook her head. overwhelmed by the others. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. He straightened with a grin. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way. dark blue box surmounted by a flashing blue light. ‘Oh no.’ ‘Sorry. The intelligence feared that it had been asleep for a very long time. yes. She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before. ‘The TARDIS materialized like this when I landed on Earth. weren’t they? Anyway. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. are we? I can’t stand much more of the late twentieth century. checking the controls again. Professor. On her next attempt she had dispensed with the provisions. The others continued to arrive. scratched his head and then raised his eyebrows. but for how long it did not know. it was their contents that were unbearable. alien. Ace.’ he began.

‘The inhabitants are human. New Star-something. standing back to view the TARDIS against the white. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. ‘Why doesn’t it say anything?’ The Doctor didn’t reply. which the Doctor had left open. she thought. ‘He’s being kept as a pet. The Doctor swept past Ace. I seem to recall. Street art. had found the first sign of life. ‘It’s a bit of a blot on the landscape. There was a slang name for them. middle-aged man. ‘What do you make of the place. as if they had never had this conversation before. glossy pelt that seemed to shimmer with shades of emerald and aquamarine.. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute. ‘Well. which way?’ Shaking her head. Ace. was peering from side to side and lost in thought. Ace. Anyway. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared.’ the Doctor said in a tight voice. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. I never seem to have the time. I remember meeting one of these before. It was turquoise.’ What I like has nothing to do with it. I wonder?’ ‘Earth’s future. ‘It looks intelligent. isn’t it?’ ‘All right.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right. So we must be in the future.’ ‘A bit of a chance?’ ‘Yeah. No one had been surprised to see the TARDIS appear: the square was deserted. 12 .. Professor. The Doctor. I suppose. meanwhile. if you ask me. It’s not Earth. ‘Come along. He doesn’t know which way to go.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. anyway?’ he said.’ the Doctor muttered. Gronkeys. I suppose it’s because they look like green monkeys. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark. pillared terraces. Ace thought. it’s like you said. With no sign of fear its huge black eyes watched the time-travellers approach. yes. Each showed an identical image: the smiling face of chubby. If you’re into neo-classicism. of course. ‘You know. ‘He’s chained up like an animal. We’ve got to go.’ the Doctor said. that bloke grinning down at us from all those posters looks like an ordinary human. coming to stand beside him.’ she said.’ ‘I might have guessed you’d get lumbered with a prototype. and as it’s called New Starhome it must be a space colony.’ The Doctor winced. I’ll get round to mending it one of these days. that’s the question.’ ‘More like a green panda. ‘There you are at last. ‘Where to. Ace turned and closed the door. The gronkey didn’t so much as twitch as the shutter clicked. ‘What is it. The Type 40 TARDIS was the first in which it was fitted.’ he said.’ the Doctor would say. Ace. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS. Ace. ‘The chameleon circuit is a very sophisticated piece of technology. And?’ Ace looked up at the sky.’ ‘I wonder. But was it before or after this. Ace. ‘Don’t dawdle. or similar. ‘but in essence you’re near enough. ‘If you like. but I’ll bet he pretends he’s just admiring the town planning. A small figure was standing in the shadows beneath a pillared portico. The TARDIS had materialized at the corner of a courtyard. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger. ‘Professor! Oi. Two wide avenues and several narrow alleys led from the square. Doctor?’ she said. it’s called. isn’t it?’ ‘New Starhome.’ ‘Does it matter?’ ‘I rather think it might. squinting at it through the viewfinder of her camera. It was humanoid and stood upright.’ she said. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door.’ ‘Very good. but whose future. ‘Mmm?’ The Doctor looked at her. But she could never resist a challenge. in the centre of the square.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit. ‘Are we playing another guessing game?’ she said.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept.’ Ace said. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference. Look at these buildings. that was it. Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him. Interesting architecture. It doesn’t work. They’re taking a bit of a chance with all these white walls. ‘You can tell by the shape of the doors.’ ‘A minor malfunction.

endless green. too.’ Ace still didn’t like him.. eh?’ He gazed at Ace in awe. Even if it had been alone. ‘This. Ace was incensed: she hated being wrongly accused.’ Ace lifted the camera and snapped Happid and his placard. are we. If the intelligence had been one with its brood-fellows. isn’t it?’ ‘Er. Hortan Velid’s home town. ‘Is the ceremony taking place here?’ ‘Unfortunately not. From the tempests of anguished emotion that were the thoughts of the others.’ the Doctor said. it had retreated into its hallucinations. some of them moving: the intelligence was adrift in a vision it no longer tried to understand. my dear. The intelligence had understood very little of what it saw in its visions. ‘So today is Independence Day?’ he asked. a green sash was looped over one shoulder. living things. but the thoughts of the others were incoherent. Ace turned to see a middle-aged man hurrying across the square.’ ‘Happid. he showed no sign of interrupting his progress. ah. It was green. another who was full of confidence rather than fear. This is the town of Pax. ‘Thanks. ‘We’re not teasing it. ‘And my assistant’s name is Ace. The other was speaking and. quite amazing. raised his hat and strode towards the man. warmth.’ The Doctor had been making a few deductions. Among the green there were smaller things. ‘Now I really must get along. the intelligence plucked recognition of the things in the visions.’ ‘Doctor. But the machines no longer functioned and no input was possible. ‘Footsteps: someone’s coming. mate!’ she yelled. We had hoped that we would have the honour. ‘Celebrations? I thought you were off to a demo.’ he said. were hallucinations. the hallucinations offered some respite from the relentless torture. You’ve been misinformed. You’ve come a very long way to holovid our celebrations..’ she said. all right?’ The Doctor smiled. ‘Yorovan Happid.’ Ace continued.DOCTOR WHO — TIME LORD ‘Snap out of it. disorganized and so full of pain that the intelligence recoiled as soon as it made contact. but the ceremony had to be held in Central City. ‘You’ve come to the wrong place. ‘We’re just having a look. the visions.’ the man said. ‘I didn’t realize one of you was.’ she hissed. too. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square. ‘Great shot for our viewers back home. it would have struggled against the hallucinations. He held up the placard and stood to attention with the poster’s genial face next to his own. glancing at the sky. Who’s the bloke in the picture?’ Yorovan Happid was shocked.. the intelligence had assumed that it was going insane. He is a great man.’ the Doctor said. we’ll get you out of this. drowning in a storm of the others’ terror and agony and hopelessness. Green. ‘Good.’ ‘Quite all right.’ Happid said. Suddenly it was aware of another: another whose thoughts were not chaotic. I don’t want to miss the signing. 13 .. mate.’ The Doctor leant forward and tapped the camera. good morning.’ he said. his voice shaking with emotion. From Earth. The others. Pleased to meet you.’ Ace glanced up at the clear turquoise sky and froze.’ Happid said. therefore.’ the man said. ‘this is Hortan Velid: our governor and leader. The man stopped. it understood the meaning. It had no vocabulary to describe the things that appeared. recoiled from the intelligence. the Doctor looked round. I mean I didn’t see that the young lady was with her er. unless we hurry along. Ace hurried to catch up. She clutched the Doctor’s arm. The visions were like the input that the intelligence used to receive from the machines. Don’t worry. The most permanent thing in the hallucinations was known to the others as a colour. creator of our planet’s destiny. old chap. Having reprimanded Ace and the Doctor. Listen. The intelligence had come to realize that its probings increased the fear of the others. ‘Of course! You’re a reporter. architect of our independence. young lady. But it was surrounded by the others. Everyone will see it on live hologram transmission — everyone except us. The intelligence knew that the others recognized the things as having life. ‘Oi. although the intelligence somehow knew that the message was not intended for it. and he noticed her camera. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations.’ *** When the visions had started. and the words that went with the things. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. even though some were green and remained stationary whereas others moved and were sometimes other colours. the other was saying. She’s from Earth. Professor. ‘Earth technology. you can hear the crowd cheering. it would have drawn on the brood’s strength to drive out the madness. ‘I must apologize for my young friend’s abrupt tone. He was wearing a white tunic and white trousers that together had a faintly military look. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry.

‘A mild tranquillizer. she would still be in shock. ‘There’s been so little bad news lately. who stopped him. Terellion? Tell him you’ve known me for years. Doctor.’ Doctor Sendet advanced hesitantly and this time it was Terellion. ‘No trouble of any kind?’ he pleaded.’ The Doctor seemed almost disappointed. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be. I think this woman saw something last night and I’m going to find out what’s going on. Tell him you trust me. ‘I just want to talk to her.’ Terellion nodded.’ Doctor Sendet sighed and drew his hand across his lean face. Olberan had insisted on visiting the poor deranged woman. or part of it at least. ‘They could be. give Marna the shot.’ It was true that Terellion had known Doctor Sendet for years. Don’t come near her with any more of that stuff. why’s she been out all night?’ Olberan demanded. bearded friend could do with a shot of this stuff. the symptoms of hysteria 14 . Tomorrow we’ll be free. a ploy which she usually found effective. ‘Now that is interesting. ‘Can’t you talk some sense into him. on this morning of all mornings.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. his left hand was curled into a fist and in his right he was wielding a scalpel. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock. somewhat half-heartedly. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened. dragging herself from Olberan’s gaze. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use.’ Sendet lifted his eyes to the ceiling in despair. As soon as Terellion stopped struggling.’ ‘So where shall we go?’ ‘Well. Sendet held up the hypodermic plastigraft. it’s OK with me too.’ The gronkey was still staring fixedly at the Doctor. Ace. ‘You brute!’ she said. Olberan released her. Barnan?’ she said. ‘Doctor Sendet’s an old acquaintance. They’re on a trajectory for space. that’s all. ‘Not many as good-looking as you on the Rim worlds.’ Happid shouted over his shoulder as he bustled away to the edge of the square. ‘She’d be all right if only you’d let her wake up.’ he said.’ she said. Doc. ‘Is this really necessary.’ Happid boasted. ‘All the Federation ships will be gone by midnight. Olberan.’ he said. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. ‘New Starhome’s the most contented planet you could wish for.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky. Olberan seemed mesmerized by her eyes. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful. Now. ‘Perhaps your big.’ the Doctor murmured. ‘That thing’s giving me the creeps. ‘The electromagnetic pattern is still very erratic. ‘She’s coming round. It’s one of the terms of the treaty. she didn’t entirely trust him. ‘You keep your damned drugs away from me. ‘but they’re not aimed at us.’ Terellion smiled encouragingly. the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused. And he was making a scene. ‘If she woke now. She was surprised to find that she felt disappointed. where would you go if you’d just seen a ghost?’ *** Olberan was being difficult.’ Olberan said with a grin. Ace began to feel uncomfortable. he was the senior consultant in the second-largest hospital on New Starhome. If Senator Terellion says it’s OK. We’ll have our own police force.’ ‘If it’s so mild. I’m not pickled in nirvana and I don’t believe in ghosts. ‘It’s just twenty-five milligrams of noctidrine.’ he repeated doggedly. ‘I heard that!’ Olberan roared. who smiled weakly. ‘It’s all right.’ Terellion said. He lowered his hands. She rested her hand on his brawny arm and looked up into his glittering blue eyes. She fluttered her eyelashes. ‘Come on. But since the last time she had consulted him. He had positioned his powerful body in front of Marna’s bed. stepping forward and then leaning back to avoid Olberan’s scalpel lunge. ‘Go on.’ ‘That’ll be the Federation fleet.’ Happid said. ‘None whatsoever.’ he explained. The nurse exchanged a long-suffering glance with Terellion. Terellion’s smile widened. He’ll do what’s best for Marna. ‘Marna looks so peaceful already.’ ‘You might find that those last two statements don’t necessarily go together. None the less.’ Sendet whispered.

uninvited and unannounced.’ he spluttered. ‘The question is. Doctor: that was no pink elephant she saw. ‘She had a skinful of nirvana last night. Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow.’ he said. After all these years of civilization.’ he said. Olberan merely glowered at them. The gloom in the long chamber lightened a little. Who’s the patient?’ Sendet was the first to speak. Olberan. One of the drawers lay open: inside it was a still figure covered with a grey sheet.’ the Doctor added. The hands. Whatever it was. ‘I’m the doctor. I’m Ace.. however. by the way. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. ‘Twenty-five milligrams. Sendet ran from the room. ‘This is the Doctor. ‘Hallo. ‘Would you mind explaining yourselves?’ ‘Sorry.’ Ace said. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly. I’m Olberan. The bed. ‘You wouldn’t get one of them on the National Health.’ he said. ‘but he is the Doctor. will anyone see her ghost?’ Terellion gasped. ‘Shouldn’t we follow him. his lip curled disdainfully. Ace?’ *** In the basement of the hospital. extending her hand. Appearances can be deceptive. The doors opened silently as the bed approached.? There have been rumours. senator. pushed the drawer into the wall. Who’s the patient?’ Terellion decided it was time to exert some control.’ ‘So can some of the cholinesterase blockers. Get a berth ready immediately. touching his fingertips to Marna’s temples.’ the Doctor said. mate. Well.’ The Doctor shook his head slowly. He frowned. ‘Possibly very wise. ‘It was too late before we arrived here. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head.’ she announced. ‘An acetyl choline replicant in a slow-release base. the nurse and finally Sendet turned to follow her gaze. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity.’ Sendet said firmly. Report back as soon as you see any change. its walls lined from floor to ceiling with wide. ‘Oh yes. ‘I’m Senator Terellion Pang. ‘Marna’s going to be all right. and saw the ghost of her husband. ‘This is Doctor Sendet.’ The Doctor and Ace shook his out-thrust hand. you’re the doctor. imprisoning the black radiance within. I’m sending a patient now!’ He turned to the nurse. ‘I’m the Doctor. He saw the plastigraft pad and sniffed it. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse. ‘It’s noctidrine. Olberan burst out laughing. Sendet gave him a filthy look.. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand. This is much more interesting than flag-waving. He pressed a button on a pad strapped to his wrist and lifted the device to his lips.’ the young woman said. it sent her crazy.’ ‘I think it’s time we had a talk. The flickering line was almost flat.’ ‘Hi.DOCTOR WHO — TIME LORD and the impossibility of ghosts. unsteady hands pushed together the two halves of a metal sphere. when neither of the two visitors appeared to recognize her name. ‘Sendet’s been giving her shots all night.’ Ace said. isn’t she.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed. Sendet stared at the screen and swore.’ the Doctor and Sendet said in unison. But I was there. deep drawers.’ ‘Is it?’ the Doctor said. ‘Do you mean she’s dead?’ Olberan snarled. She frowned. trembling with the cold. ‘She’s sedated?’ the Doctor asked. Terellion thought.’ the Doctor replied. along with the machinery and screens arranged around the bed-head.’ Olberan clenched his fists. ‘That’s what I call an air-bed. Terellion stared at them. ‘You mean. ‘Intensive care!’ he barked. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched. Doctor?’ Terellion said.’ Olberan growled. 15 . ‘Doctor Sendet to intensive care immediately please!’ Without a word. ‘and. isn’t it. ‘It’s too late. Doctor?’ Terellion said. nirvana can be a dangerous substance.. The room was a morgue. ‘Take this patient to IC and administer a slow drip of eserine compound. in the quantities Marna was taking.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet.’ Sendet stammered. ‘I rather think Marna could do with a second opinion. Nirvana can do that to you. ‘I see. unless I’m mistaken. ‘Kindly explain yourselves. ‘The patient is Marna Grard. He pressed a button. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived.. ‘Perhaps. ‘She’s had a traumatic shock. The little man raised his hat. Who’s the patient?’ Terellion mechanically shook the young woman’s hand. that’s all.’ The Doctor glared at her.

During the night there is an attempted break-in. she is strapped to a table. Sendet gloats about her defencelessness and then places a metal globe above her head. but the New Starhomers are ecstatic at the prospect of new prosperity and strength.’ whispered the owner of the hands. Ace produces nitro-nine with which she intends to blow up the guards. dark green mammals and the emerald-like stone come from the North Continent of the planet. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. Sendet visits her. The crowd acclaims his decisions. Starjade.’ There was something hysterical about the nervous laughter that followed. befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. confused and angry. If she refuses. Ace and Olberan visit the Pax library to gain information about the North Continent. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. Ace. And now that they are the planet’s official police force. telling the Doctor and Ace to escape while he holds them off. he suggests that they break into Velid’s villa in Pax. but when a nurse brings her food she realizes that she is in a hospital. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. a fact which the Doctor seems to find significant. not a prison. The next day the Doctor. he says. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. Olberan goes to see Terellion. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held. Velid then bans further exploration of the North Continent. which Ace foils. the cream of New Starhome’s youth. he says. however. Velid makes two further announcements. they are carrying weapons. the North Continent was known only for its beaches and that the interior was ignored. Olberan returns. and shows him her gronkey and her collection of starjade jewellery. but Olberan wants to confront the officials who arrested Terellion. Terellion agrees. Olberan grabs the grief-stricken Ace and pulls her to safety. He is about to open it when he is interrupted by a squad of guards. whose name was Sendet. Terellion agrees to go quietly. Velid declares that the malefactors will be brought to justice. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. Olberan produces an old hunting rifle and opens fire at them. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly. a hover-vehicle. He doubts whether anything interesting or worthwhile could come from the North Continent. Terellion’s mansion has been broken into and the senator is missing. who wheel in the lifeless body of the Doctor. but Olberan reminds her that the gronkey could be hurt in the explosion. he invests his own paramilitary organization. and Terellion explains that both the friendly. Terellion begins to admire Olberan and trust the Doctor. In an operating theatre. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. The servants say that she has been arrested. The Doctor recognizes it as part of the uniform of the Starhome Guard. the Starhome Guard. with the responsibility of policing the planet. ‘If we carry like this like this. In place of the Federation Security Corps. she will be tranquillized and treated anyway. The guards. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. disturbed by the holovid news. These uniformed giants. 16 . Among the few survivors were Velid himself and the expedition’s doctor. The Doctor seems particularly interested in gronkeys and starjade. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. The Doctor disapproves of his strident nationalism. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. Almost as afterthoughts. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. The Doctor urges flight. Terellion is in a featureless cell. has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up. The Doctor falls lifeless to the floor. and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment. Olberan adds that when he was last on the planet. They escape in his speedpod. There is very little available. we’ll have to build an extension. Terellion invites the Doctor to her palatial home. can move fast enough to dodge the bullets: the Doctor falls and is surrounded. seem unnaturally strong: they smash their way through locked doors with ease. His expedition was a disaster and most of the explorers died. She finds the gronkeys a little disturbing.

The trolley trundles along the ray-filled corridor. steals Olberan’s blaster and hands it to Ace. Instead he pushes her into the lower part of an equipment trolley. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building. the guards round the villa begin to stir. but he was able to escape from wherever the globe took his life-force. Hearing Olberan approach. Ace finds the computer’s memory store in the form of a wheel of microcircuits. He and Ace must search again. Olberan volunteers to descend into the cellars. who still has the rescued gronkey with her.’ With Ace at the controls the speedpod. The Doctor asks Ace where she’s driving to. hearing footsteps. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. Terellion watches aghast as the shroud of dark light withdraws into the globe. It is only thinly guarded. envelops the Doctor. holding his head. and seems pleased when she says she’s going to the North Continent. he manages to disarm one of the guards and use the captured weapon to gun down the remainder. because the North Continent is now out of bounds. Sendet tells Terellion that the globe is draining the Doctor’s life. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. Rambo. The Doctor. 17 . but the other party seems unsure what to do next. but she cannot find a way to access them. Terellion and Olberan are appalled. She takes the lift to the basement where she steps out into a dark room that is furnished as a study. not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. then it is likely that the Doctor. installed at the controls of the speedpod. and gives a thumbs-down sign. he says. Ace opens the door at the other end. upstairs. In the master bedroom. The Doctor sits up. is determined to go to Central City. Olberan. Sendet moves the sphere towards her and she screams. ‘Move over. He is asking for instructions. Ace disagrees. she reviews the astonishing contents of Hortan Velid’s confidential files. Terellion overhears Sendet making a telephone call. Terellion fights back tears as the guards zip up the bag. grabs the trolley. The Doctor smiles and nods. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. and runs with it to the speedpod. but Sendet tells her that the Doctor is alive. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. points to Olberan. It was a struggle. and not a moment too soon: as they return to the speedpod. The guards take up defensive positions in the doorway. leaving the Doctor’s body pale and unmoving. This forces Olberan to accompany her. is not dead. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. Olberan reports that he has found nothing. He found it a very miserable reservoir of mental energy. Olberan tries to curb her optimism. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. a gothic folly rising from the modern edifice. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. shouting over her shoulder for Olberan to stop shooting and follow her. and sends Ace. Ace catches the Doctor’s eye. The Doctor explains that Sendet was right: he is a Gallifreyan.’ she says to the blustering Olberan. while Sendet escapes through another exit. and he is determined to make Hortan Velid aware of the injustices being done in his name. she will be found in the cellars. They decide that the Doctor should be exposed to the Remote Globe. She is sure that if the senator is imprisoned in the building. but Ace remembers the security code that Olberan used and finds that it unlocks the door. Ace’s gronkey reaches forward. after a rough start. however. There is a computer terminal set into a desk. tells the Doctor he knows too much and orders the guards to kill him. agrees. He is outraged and wants a showdown. and therefore able to withstand the life transfer. which he wheels into the space between the guards. Ace sets up the computer and manages to turn it on. The door is locked. too. Sendet closes the metal sphere. which is what he accuses Sendet of trying to create. A senator has almost been murdered. After telling Ace that using nitro-nine will attract too much attention. She puts the wheel in her rucksack and. says that is an excellent reason for going there. not a human. a ball of blackness contained within the sphere. sitting alongside Olberan. Dark radiance from the Remote Globe. Terellion. Inserting microcircuits at random. He gives the trolley a shove and throws himself flat on top of it. The Doctor frees Terellion. outruns the guards’ pods. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. ‘I’m driving this bus now. Ace takes it and returns to the lift. which he says might be dangerous. Olberan hacks into the security system to gain access to the grounds. explosions and blaster shots. He was glad to get away. but he insists that Terellion must be on the premises. She finds the entrance to it in the corner of the master bedroom. she conceals the computer. Velid’s villa is even more grandiose than Terellion’s mansion. Ace steps into a small circular room: it is a lift. Sendet recovers his wits. and eventually decides to leave by herself. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. Ace realizes that if they are merely stunned. Sendet is stunned. but Ace will not be deterred. but refuses to let her follow Sendet to safety. he stresses.

in Pax and all over the South Continent. He points towards the jungle: there is a strangely regular clearing. The apex of the spaceship is a circular chamber with a conical roof. as Terellion almost was. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. dishes and a thick cable that runs to the top of the tower. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. that in Central City. the little party struggles upwards through the interior of the ship. The Doctor says that they have been learning. they can only await capture. Hortan Velid. The wall is a blank screen. Ace takes the little craft still closer. they could spend years failing to find it from the air. Halfway to the tower. but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. Olberan protests that they are wasting time. They find a gap in the tower’s structure. The Doctor navigates. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. windows. it never entirely died. and from its roofs sprout aerials. one of which is overseeing teams of gronkeys. Ace points out that the guards don’t need reinforcements. who have never previously shown any capability of organized behaviour. and not of human design. The intelligence becomes excited. it must be in the empty-looking nose cone. Guards loom over the Doctor and Ace and take aim at point-blank range. thin tower: it is leaning and much overgrown with foliage. however. each face is a moving mask of abject terror and anguish. perhaps centuries before the first human colonists arrived. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. The Doctor concentrates and images begin to appear on the screen. disarmed. was prepared to kill. He leads the way into the dark chamber. clearing undergrowth and digging trenches. Velid’s opponents are probably being arrested and perhaps killed. and she takes the speedpod down. Olberan points out that even if it is true. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. The largest cluster of buildings is next to the thin tower. Ace’s gronkey returns to her and stares into her eyes. The guards advance inexorably. Ace brings the speedpod down slowly. Prompted by the Doctor. While the Doctor and Ace run towards the tower. Ace works out that the tower is in fact a spaceship. she says. the guards close in. rooms or corridors. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. Ace says that if ruined spaceship contains anything important. At that moment the gronkeys arrive! Running silently from the jungle. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. It seems that the dark green mammals have been pressed into service as labourers. Ace says there is nowhere to land but in the clearing. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. on which rests a black globe from which darkness seems to emanate. It looks like a ruined temple of a lost civilization. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. The Doctor explains that although the ship has been there for centuries or millennia. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. The Doctor. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. cannot be dissuaded from finding a way in. The room is empty except for a pillar in the centre. and surrounded. Arranged in groups across the clearing are modern domes and huts. Olberan and Terellion provide covering fire from the speedpod. Ace’s gronkey abandons her and flees into the jungle. Olberan leads Terellion in a rescue charge that proves futile and they are captured. Above the globe is a metal hood suspended by a thick cable. At its centre there is a tall. gangs of the creatures can be seen carrying boxes. They pause at a hole beyond which they can see only a black void. and its insides consist of a maze of wiring ducts and hydraulic systems. but the guards are overwhelmed. The clearing is obviously not natural. staring alternately into the screen of the portable computer and the eyes of the gronkey. and that the Doctor is taking them on a wild goose chase. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent. As the speedpod circles over the endless rain forest. Soon there are hundreds of faces surrounding the foursome. The gronkey in the speedpod becomes agitated for the first time.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast. Ace realizes they have reached a chamber that occupies the top of the tower. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet. Terellion weeps as she 18 . As they run from the speedpod. As the craft lands. The two New Starhomers are amazed at the gronkeys. There are no doors.

with no sign of intelligence. Ace’s gronkey leaps at Terellion. The Doctor disagrees. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. catch!’ he says. Ace disagrees. To Velid’s consternation. Olberan threatens to kill the Doctor. such as Terellion’s guest Marna. Her gronkey leaps from her shoulders and swings from the hood above the globe. The Doctor. Velid ignores the interruption and the Doctor picks up the globe. He speaks to the alien intelligence. She launches herself at him. deprived of the source of their extra strength. and why the tough off-worlder has proved to be such an ineffectual ally. picked up a mental signal from a nearby human. Although they appeared uncommunicative. The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. He orders the Doctor to touch the black sphere. and anyway dangerous for humans. On the screen. and to protect the gronkeys by diverting attention elsewhere. who turns the gun towards the Doctor. seen by the gronkeys in the spaceship. and he will go on to conquer all the worlds of the Federation and beyond. such as that of Marna’s late husband. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. The contraption crashes to the floor. He congratulates the Doctor on the Time Lord’s correct assessment of the situation. The Doctor tells Velid that the game is up. the new knowledge was instantly available to all the gronkeys on the planet. Olberan shrugs. The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast. and Ace realizes that the Doctor’s stratagem is about to be undermined. but the Doctor says that there isn’t much point. The Doctor’s motives had been to find out whether Velid had something to hide. Now that he is president of the independent planet. Ace. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. but the Doctor restrains her. After a struggle in which Ace and Terellion prove a match for the unaugmented youths. He glances at Olberan. nothing happens. He pressed ahead with his campaign for independence. Olberan and Terellion are held at gunpoint while Velid gloats about his victory. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. Because the spaceship was so difficult to enter. gronkeys were trained to clean the black globe chamber. The Doctor picks up the globe again and concentrates. and therefore have the potential to develop very quickly if given the right stimulus. Voices are heard within the ship. With a burst of blaster fire. 19 . Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. Velid will crush all opposition. saying that gronkeys are intelligent. His guards will be invincible. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. sparks flash from the torn cable. They communicate telepathically.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. that resonated with an image. the guards enter the room. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. tossing the globe to Velid. followed by Velid. but he adds that his plans are more far-reaching. Such sightings were occurring all over New Starhome. whispering that he has known for some time about Olberan’s deception. ‘Here. hands over the weapon and says that he had always thought Velid’s plan were too grandiose. distracting her. Velid complains that Sendet assured him that to touch the globe was to die. Velid is still smiling. Whenever a gronkey. he has an almost infinite supply of human intelligences with which to feed the black globe. Olberan picks up a blaster and points it at Velid. and Velid knew that someone would start asking difficult questions. including those working in the black globe chamber. one of a species that has no corporeal existence and which lives as collective consciousnesses. these gronkeys were in constant mental touch with their fellows in the North Continent. a hideous alien figure takes shape. but the Doctor says that it’s just a ball. he says. The guards. With New Starhome completely under his control. Terellion starts to say that the Doctor has already survived one such attempt. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband. hoping thereby to smother reports of people seeing ghosts. such as Terellion’s for instance. Velid and a contingent of his superhuman guards are ascending towards the chamber. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. No one can stop him now. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. The screen goes blank. are confused. where it smashes into fragments.

NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. 20 . for instance. It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. As usual. will find themselves presented with inexplicable goings-on that will require investigation. foiling the villainy usually involves threats to the very life of the Doctor or. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. When you create your own DOCTOR WHO adventures using TIME LORD. has to find out what is going on. Finally. you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil. it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller. And as usual. Investigation usually reveals that the danger is far greater than was at first apparent. As in The Necromancers . however. TIME LORD adventures will also show this form of construction: the players. it is not clear what the villainy is or who the villains are. as is even more likely. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths. The Doctor. aliens. Depending on how it was written. and telepathy. The Necromancers could contain a commentary on the evils of colonialism. or on the corrupting influence of political power. its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. A background theme of this nature is not essential. adopting the roles of the Doctor and his companions and allies. as well as perhaps a certain amount of brute force. a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. as well as the reader. Like the best science fiction stories. The Doctor agrees that it was a remarkable coincidence. to that of his companion. as well as science fiction.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

The ladder that snakes up the tower above you is obvious evidence of an intruder. mums and dads. Peering through the battlements. is usually so structured that it is unchangeable. as it is when an actor performs the dialogue and actions of a play. If the Doctor is taken to the upper levels of the tower. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. A psychotherapist might ask a patient to imagine himself as someone else — his own father. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. As you prepare to jump down to the courtyard. by imagining his character in such situations. In order to understand the personality of the character he is representing. and most drama students are taught it. two management trainees might be pitted against each other in a hypothetical setting. anonymous in blood-red power armour. This technique is widely used by actors today. fighter pilots. hopes to project a fully rounded personality on stage. an actor imagines himself as the character in situations other than those that occur within the text of the play. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. dramatic improvisation is useful in many other areas. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. he appears to be unconscious. it is known as improvisation. how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting. on the other hand. After one final check of the crampons digging into the crumbling stonework. So are adults who put on airs and pretend to be more genteel than they are. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. just a few seconds’ delay. Actors were almost certainly the first people to use role-playing techniques. you hear voices. the imminent explosion will finish him. doctors and nurses. Biting your lip. Between them they are dragging a prisoner: the Doctor.DOCTOR WHO — TIME LORD Your fingers are trembling. jump to the ground and take shelter in the nearby ruins. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 . you see the courtyard below is deserted. gladiators. but nothing can be done about it now. Have you enough time to follow the Kysarans into the tower. so the transmitter has to be destroyed. Perhaps you should continue with your plan. the message ‘COUNTDOWN’ flashes on the LCD. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. His hands are manacled. and you have to decide now. your feet flail in the air until they find the first rung of the rope ladder. with one playing the role of a personnel manager and the other that of a trade union official. When children pretend to be hunters. according to the script. you breathe a sigh of relief. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. As you hang by your fingers. Without the transmitter. You look at your watch: six minutes to detonation. they are play-acting. You press the red button. When you reach the roof of the guardhouse. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. The Kysarans take him into the tower. Imagine yourself in this predicament. You try to steady your racing heart and your whirling thoughts. but just one slip. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. the Kysarans’ Termination Fleet will be unable to make landfall. Every second counts. In these contexts it came to be known as role-playing. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations. If. you lift yourself over the parapet. perhaps. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. you start to descend. are marching across the flagstones towards the tower’s entrance directly below you. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. The above examples are at the two extremes of a spectrum. Real acting. the character blusters when threatened. In the twentieth century. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. and you risk being blown to bits along with the tower. yet they remain open-ended: the decisions of the participants decide the course of events. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. you have to hope that no one spots it during the next few minutes. such as psychotherapy and management training. As the above examples demonstrate.

Other role-playing games soon followed. generals and wizards who led the armies. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. sedentary exercise. and their simplified offshoots of gamebooks and computer adventure games. dwarfs. They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. putting himself into the personality of each of the characters in his plays without leaving his writing desk. A group of friends gather together. Having created a wargame campaign in which massed battalions of model humans. there are three elements in role-playing: a structure of rules and motivations that are supervised by one person. and no definite objective except to create an adventure. after all. 23 . to give life to the individual heroes. DOCTOR WHO. Role-playing games. At first it interested only a very few people: it was. the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths. who was an actor as well as a playwright. But its arrival coincided with a surge of interest in games of all types. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. and a story produced by the interactions of the decisions made by the characters. no counters. Many hundreds of role-playing games have been produced. one of the group acts as the supervisor. real life. were and are dominant within the hobby. a sword-wielding warrior. Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. The first and best known game was Dungeons & Dragons . Books.DOCTOR WHO — TIME LORD character. to a much lesser extent. elves and goblins fought across a fantasy world. an unusual sort of game. Role-playing has become popular as an entertaining pastime. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. and indeed any DOCTOR WHO scriptwriter. role-playing can be a silent. a private investigator or a modern infantryman. there was no board. villains and monsters. He would have sat. a member of a starship crew in Star Trek. and they create a story between them. They tend to reflect the genres of popular fiction or. soon. a hobbit in Middle-earth. is the ideal subject for a role-playing game. uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters. he usually uses a set of established rules to control the session. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. the other participants thinking themselves into the roles of the characters involved. It consisted of just three densely printed rule books. Commercially available role-playing games and the hobby of playing them have a relatively short history. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. or even one of the Beatles in a short-lived product entitled Yellow Submarine. To avoid chaotic disputes about who is permitted to do what. But as any writer of fiction knows. The game reached Britain shortly after it appeared in the United States in the mid 1970s. Dungeons & Dragons was born. Thus a gamer can play the role of an interstellar explorer. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. each adopts a role. thinking himself into a role — for instance that of Hamlet. quill in hand. It is possible to imagine Shakespeare. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond.

too) the only equipment required is a supply of paper. and what equipment. quick-witted and resilient of referees. how long the game will last. such as the one in Part Five. in theory. and it is all that is needed apart from two ordinary six-sided dice. Under this arrangement the players can talk easily to each other. 24 . Apart from a copy of this book (which only the referee needs to have. pens and dice. EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. will be rare. One-off adventures. and they can all see the centre of the table. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. This book is the rule book for the DOCTOR WHO role-playing game. will be required. it provides background information and guidelines for creating adventures. will therefore be usual. meanwhile. a referee cannot be expected to come up with a continuous. with the referee at the head of the table and slightly apart from the players. these can be drawn in advance by the referee. how difficult the adventure will be to complete successfully. It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. similar to one four-part DOCTOR WHO television story. It is more fun and more satisfying for the referee to create an adventure of his own. the referee may choose to treat it as simply one episode in a longer story: the game can continue. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part. The players take on the roles of the major characters. Other equipment may be introduced at the referee’s discretion. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. episodic epics. can see and hear all the players. among them the participants’ need for sleep and sustenance. The referee devises in advance the setting and basic plot of an adventure. TIME LORD works best with one referee and three or four players. they have a solid surface on which to rest their notes and to write. he administers the game. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. pens and paper that are required for every game. or he can use one of several types on sale in games shops. First. One of the most useful playing aids is a set of floor plans.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. If he uses a ready-made adventure. for ever. if any. monsters and minor characters. roughly how long it will last. he will find his task relatively simple: he will be told how many players the adventure is designed for. The referee. such as the Doctor or one of his companions. and even models to help the players visualize the setting of the adventure. along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. There are also space constraints on participants. and he will have to prepare the adventure in advance of a game session. where the referee may want to place diagrams. The function of a role-playing game rule book is twofold. Once again there are practical constraints. interprets the rules and plays the roles of the villains. Even when an adventure comes to an end. unending. The referee has a considerable responsibility. inventive storyline. but this takes time and requires considerable planning and some previous experience of the game. pencils and paper to start creating and playing new adventures. and whether he should provide any equipment other than the dice. which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. because ideally all the players should be seated round the same table. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. no other special components are required. It is also difficult to gather the same players in the same place at the same time over and over again. each of whom controls one character. maps. although each adventure will probably be designed for a specific number or a set maximum number of players. Second. DURATION OF A GAME A role-playing game need have no time limit. for the use of the game’s supervisor (known in TIME LORD as the referee). although the players will find it useful to have copies.

of course. does not encourage the players’ characters to take part in looting and pillaging. exceed that which the players’ characters find out during the course of the game. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store.DOCTOR WHO — TIME LORD Miniature figures. A role-playing game is different: instead of competing. if they succeed. averting catastrophes and righting wrongs. TIME LORD is about playing such aspects of a character to the full. true to the spirit of DOCTOR WHO. to a gaming session. when a skirmish takes place during an adventure. describes the background of the characters. Finally. although the players will no doubt make their own notes. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react. and look forward to that relaxing holiday that the Doctor has promised them on Florana. When carefully painted. If the players fail. He invites players. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. Suitable groups are listed with the details of each Doctor in Part Four. minor characters and monsters. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. which are used to represent the players’ characters. but in nearly all cases the key to success for the players is co-operation. If the players are familiar with DOCTOR WHO and TIME LORD. Those characters that are played by the referee are called referee characters. It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. If not. the players co-operate to explore the setting and overcome the obstacles created by the referee. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. TIME LORD. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. his companions and even enemies such as the Master and the Meddling Monk are all characters. not about manipulating the numbers that are used to define his physical and mental prowess. their characters work as a team. THE OBJECTIVE In most games the players compete with each other. Which characters are played depends on the adventure the referee has planned and on the number of players. Captain Yates and Sergeant Benton. All characters have beliefs and mannerisms that make them unique. to both referee and players. the game finishes when one of the players wins by eliminating all the other players. and the savage monsters or power-hungry aliens. the referee explains how a role-playing game works. Such maps and charts can be as simple as a helpful scrawl. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. pictures. paper and dice. The information provided in this way should not. for instance. the adventure can commence immediately. Apart from the crucial business of keeping their characters alive and functioning. a group of two players might choose to play Jo Grant with the third Doctor. scribbled quickly to clarify a particular question. their characters may end up hurt or even dead. He gathers together a supply a pens. and character sheets. The villainous plot or imminent disaster. sketches and maps. The players do not oppose each other. TIME LORD adventures involve the players’ characters in solving mysteries. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. Barbara Wright and Susan Foreman in addition to the first Doctor. He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. those adopted by the players are player characters. Suitable figures can be found at specialist games shops. models. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. all are provided and managed by the referee. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . or by accumulating a predetermined amount of play money. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. Floor plans and figures are particularly helpful. and the opposition is provided by the referee. while others are more like detective stories in which the players’ objective is to solve a mystery. Many role-playing games manage to combine the two aims. Metebelis 3 or the Eye of Orion. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. usually one for each character in the adventure. they can take satisfaction from a job well done.

is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. The enjoyment should come as much from playing a character well as successfully completing an adventure. In Delta and the Bannermen. the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor. 26 . Role-playing is like acting: some people are good at it and others are appalling. Fighting is dangerous. dodge everything unless you are very competent in close combat. should not be daunted by the character they are given. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. for example. This is the essence of a role-playing game. for example. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. There are some splendid examples of bad acting in the television series. If the enemy is in strength. Ace. A player who. especially those who are unfamiliar with role-playing. made friends with a Chinese girl. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. TIME LORD is a game and is meant to be fun. so running away is always a good idea if the Daleks are still approaching. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role. Shou Yuing. in the TIME LORD game they can easily join the Doctor on other adventures. Such characters are ideal choices as new companions. so get involved only if you can get the advantages of surprise or numbers. once they are on top of you. Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players.DOCTOR WHO — TIME LORD carry on playing in future adventures. surrender to buy thinking time. in Battlefield and teamed up with her to find out what was going on.

you will gain a good idea of how a game of TIME LORD progresses. the Highland piper. Alongside each illustration you will find a list of the character’s abilities. Independent Spirit 1 Awareness: 3. you might decide that Jamie would attack. A few unavoidable simplifications. for instance. Brawling 2. once as Jamie and then as Tegan. Full details of these characters are given in Part Four on pages 84 and 76 respectively. The use of these numbers will be explained in the course of the game. or dance a reel. because there is no human referee to respond to the potential variety of your character’s behaviour. Acute Hearing 2. which also have numerical values. Marksmanship 1 Size: 3 Weight: 4 Move: 3. Mountaineering 2 Size: 4 Weight: 4 Move: 3. Marksmanship 2. Jamie McCrimmon Abilities and special abilities Strength: 5. Edged Weapons 2. You will need two dice. your character will be offered only a few options. for instance. Running 1 Knowledge: 4. paper and a pen will be useful. This Switchback excerpt has been adapted to use the TIME LORD game rules. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. have been made. First Aid 1. Driving 1. 27 . however. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. or run away. Within these limitations. If you play Switchback twice. Cheat Death 1 Control: 4. you will appreciate how these different ability scores affect each character’s actions. or pretend to faint. the possible actions of your character are almost infinite: if you were role-playing Jamie. More significantly. there is no referee: the book controls the game. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. Artist 2. or play the bagpipes. In Switchback. and Jamie. Con 1. Cheat Death 2 Control: 4. The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. or anything else that you decide Jamie might do. Acute Hearing 1. too. Running 1 Knowledge: 3 Determination: 4 Awareness: 3.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. In a real game with a human referee. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. Next to some of the abilities you will see special abilities. HOW TO PLAY Before you start you should choose which character you want to play. As you play it. however. you will need to consult these character sheets while you play Switchback. Each ability has a numerical value. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan. the Australian air hostess. Wounds 4) Make a note of this page number. providing you with information about your character’s situation and prompting you to decide what your character should do. but Tegan has a higher Knowledge ability. and Jamie were to meet an unfriendly monster. TARDIS 1 Determination: 5.

Your Knowledge represents. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. Tegan must beat a difference of 1). Whether or not you succeeded in turning off the time rotor. Instead. Module 3 Your weapon is suitable for use only in close combat. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. with an aching head and shaking limbs. he will be stranded and you will be adrift in time and space. a Drekkar’s Determination is lower than a human’s. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. The TARDIS consists of very advanced technology. turn the page. Suddenly you hear a noise: a familiar. he has gone to explore outside. although the Doctor has been unable to understand the sensor readings. A ball of fire seems to engulf you. You step into it without hesitation. if you are playing Tegan. think yourself into your chosen role. It has an Determination ability of 1. with a view to attacking it later. you fail to recover. raucous grinding sound. your body tries to recover. you stare at the bewildering array of flashing lights. you become aware of a regular droning noise. Just so you know whether you are right. that you have wandered into a maze of corridors. A shutter descends behind you. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. Roll two dice. He has decided that he has to find out where the TARDIS has landed. turn to Module 13. Roll two dice. Using even a simple control requires some skill and knowledge. You lie there. and you wait for the cubicle to start moving upwards or downwards. you manage to switch off the time rotor. Fortunately. you should have worked out that your ability is 5. Subtract your ability score from the difficulty (6) of the task you are attempting. It seems to have materialized somewhere. If you would rather advance on it cautiously. You eyes are not deceiving you. weaving and dodging as you move. your understanding of technology. and the control box cannot automatically control you in the way that it controls a Drekkar. Now back to the adventure: if you managed to stop the time rotor. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. if you failed. read The Story So Far and follow the written instructions. rather than see. much to the Doctor’s surprise. Rushing over to the central console. What is your Knowledge? Look it up on your character sheet. If you have the TARDIS special ability. if not. leaving you in the TARDIS control room with strict instructions to wait until he returns. If the result is equal to or less than the difference. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1). you fail. add that number to your Knowledge to determine your total ability in this case. and you have just learned how to use it. The blaster inflicts 6 Wounds. The viewing screen reveals nothing except darkness. With your hands outstretched you stumble towards the dimmest hint of light. your Knowledge on its own is your ability score. The result is the difference that you have to beat in order to recover. You must try to work out how to switch off the dematerialization sequence. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster. you regain consciousness and. Subtract the lowest number from the highest. In time. If the result is greater than the difference. You turn a corner and see an illuminated cubicle that looks something like a lift. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. turn to Module 14. The Doctor has tried without success to make his craft take off again. so you will have to close with the Drekkar before you can attack it. there is light ahead. among other things. If you decide to hurl yourself at the creature and attack it. Subtract your Strength from 6. so you can reach it. turn to Module 5. but you are powerless to avoid it. inert and unconscious. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. turn to Module 11. you wander into the darkness. Subtract the lower number from the higher. Module 4 The darkness is almost absolute. which with its Hypnotize special 28 .DOCTOR WHO — TIME LORD Now choose your character. Turn to Module 1. You have taken 6 Wounds. turn to Module 7. You must do something. If the result is greater than the difference. turn to Module 4. your ability to operate the TARDIS should be 3 if you are playing Jamie. the light starts to pulsate. Good luck! THE STORY SO FAR The TARDIS has stopped moving. You sense. If the result is equal to or less than the difference.

It has a Strength of only 2. It moves. Behind you. The TARDIS is obviously on the point of dematerializing. turn to Module 6. Your Determination is higher than 3. the Drekkar hits you. Module 6 You cannot resist the power of the control box. If your Strength ability score is 5. lumbering. and subtract the lowest number from the highest. Module 9 You throw yourself through the door. the Drekkar’s shot misses you. Roll two dice. The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. Turn to Module 18. so the control box has to beat the difference to subjugate you. but you still have to try to beat it and there is still a chance that you might fail. turn to Module 10. on behalf of the Drekkar. try to beat the difference. Module 5 You simply cannot work out how to shut down the dematerialization sequence. Subtract the lowest number from the highest. if the result is equal to or less than the difference. Turn to Module 9. Opening the door will be a real test of your strength. the occurrence of which is beyond the scope of this small solo game. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. only to find that the outside world is darker than the interior of the TARDIS. but only a little. You run to the side of the room and throw yourself at one of the huge doors. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. Consult your character sheet and calculate this difficulty. Now. Your footsteps echo faintly. Subtract 3 from your Determination: the result is the Difference that the control box has to beat. The Drekkar has stopped moving. you manage to push the door open. If the result is greater than the difference. If the result is equal to or less than the difference. You can see nothing at all at first. which in this case is 1. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. the difference is zero (5 minus 5 equals 0). You will find out later — perhaps — that the creature is known as a Drekkar. Look up your Strength score on your character sheet. If the result is greater than the difference. You become a brainless slave. trying to prevent it taking aim at you. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. turn to Module 2. The time rotor accelerates relentlessly. the more confused you become. You do not wait to find out how quickly it recovers: you run into the darkness. This task has a difficulty of 5. and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. Roll two dice on behalf of the control box. Roll two dice. Module 7 You zigzag towards the Drekkar. The longer you gaze at the winking displays. If the result is equal to or less than the difference. Make a note of this value. then a light appears in the distance. suggesting that you are in a cavernous void. The floor sounds as if it is made of metal. turn to Module 12. the time rotor slows and stops. you cannot make the door budge. You squeeze through the half-open door. landing with a crash on the metal floor. Wounds 6). Subtract the lowest number from the highest. metal-encased humanoid. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. and the lights fade as every other circuit in the TARDIS seizes up in sympathy. The Drekkar topples slowly and silently. Turn to Module 19. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience. Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. If the result is greater than the difference.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. It approaches slowly and you can make out the shape of a tall. metal skin (counts as Armour 5) 29 . Turn to Module 4. Module 8 The Drekkar is less impressive than it looks.

Roll two dice on the Drekkar’s behalf. a total of 4.DOCTOR WHO — TIME LORD You call out a greeting. You feel your way through the darkness to the door. Congratulations are in order. The control box is unable to overwhelm your will. You have only two choices: run (turn to Module 16) or attack (turn to Module 3). calculate this difficulty. there is always the possibility that the referee would arrange for someone — the Doctor. You would probably survive. and put my mind back into it. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. but you remain unconvinced. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). In a full game of TIME LORD you would be given further opportunities to try to recover and. a passerby — to give you medical attention. You have no idea what is wrong with the TARDIS. Consult your character sheet. it lifts some sort of gun and points it at you.) Your total ability is greater than the Difficulty. Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. the Drekkar misses and you get your turn to attack. If the result is equal to or less than the difference. You have to find the Doctor. turn to Module 4. your sigh of relief turns to an exclamation of alarm. The weapon jerks upward in the creature’s claw. and make a note of it. Now run along. ‘There you are last!’ says the Doctor’s unmistakable voice. As the mental pressure recedes. but you know you cannot repair it by yourself. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. The damage you inflict is equal to the Wounds rating of your weapon. Subtract the lowest number from the highest. If you carry on running past the Drekkar and into the darkness. The lights are fading fast. Every circuit in the TARDIS is failing. Module 15 You try to strike the Drekkar. so there is no difference to beat: you automatically hit the Drekkar. He sounds distinctly peevish. of your target which in this case is 2. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. Turn to Module 15. If you decide to attack. as a Drekkar is quite large. Turn to Module 9. but there is no reply. Module 14 Your attempt to recover from your wounds has failed.’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine. When the Drekkar is about three metres away from you. turn to Module 2. Your total ability is your Control plus any relevant special ability if you have one. find my body. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. but you can take no further part in this adventure. however. Module 13 Your fingers stab uncertainly at the controls. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. If the result is higher than the difference. (Tegan’s Marksmanship special ability will not help her to use a laser cutter. but even as you charge you see a spurt of light from the muzzle of its weapon. And do hurry up about it. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. you become aware of a familiar voice intruding into your mind. You hold your breath: the time rotor begins to slow. you throw the door switch before all the power disappears and the doors inch open. or relative smallness. at least for the time being. and that’s ten minutes too long as far as I’m concerned. however. Turn to Module 19. for you have taken your character out of the erratically behaving TARDIS. but your weapon inflicts only 4 Wounds — less than 30 . Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head. As it stops. and you are close enough now to hear its muted curse. the Drekkar’s shot hits you. the Drekkar. turn to Module 15. You can seize your chance to attack it or to run clear. of course. Turn to Module 19. Just in time.

close combat and ranged combat. A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. turn to Module 17. using first one character and then the other. the relevant ability of your character and therefore the difference you would have to beat. your weapon slides harmlessly across the creature’s armour. the referee would know the difficulty of each task your character might attempt. Subtract this total from the difficulty to produce the difference — the answer should be 3. Subtract the lowest number from the highest. but as it lumbers after you it takes a shot at you with its blaster. But don’t start rushing to design your own adventures just yet. you will find that you learn a great deal about the mechanics of playing TIME LORD. the Drekkar’s shot has struck you. which is full of information for referees. turn to Module 4. this adventure is at an end. much of which will be very useful to you as a player. and you know the TARDIS has come to rest. turn to Module 2. Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour. minus the difficulty caused by its movement (1) — a total of 3. If you were playing the character of Tegan or Jamie in a real game. Will you try to dodge the next pulse of energy (turn to Module 7). Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. for the moment. which is a detailed exposition of the TIME LORD rules. whether you are playing Jamie or Tegan. Roll the dice and subtract the lowest number from the highest. You will need a thorough understanding of Part Three and Part Four of this book. But if you play through this solo game a few times. turn to Module 8. Module 16 The Drekkar has a Move ability of only 2. If the result is greater than the difference. and frequent use of the basic rule of TIME LORD: beat the difference. the use of an ability to resist a mental attack. But you could be anywhere in time and space. and then you should study Part Five. 31 . many examples of the effects of different abilities on the balance of play. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point. If the result is greater than the difference. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. It merely continues to bring its blaster to bear on you. This small extract from an adventure includes: the use of an ability to attempt a simple task. however. Eventually the time rotor slows to a stop. You will just have to hope that the Doctor finds some way of rescuing you. Otherwise the pulse of blue energy crackles harmlessly past you. If the result is equal to or less than the difference. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). The Drekkar has to beat this difficulty of 3 to hit you. You find yourself staring into the smoking muzzle of the energy weapon. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. recovery from wounds. The result (1) is the difference that you have to beat. The result is the difficulty of the Drekkar’s task in hitting you.DOCTOR WHO — TIME LORD the Drekkar’s Armour. Now let’s plunge into Part Three. Roll two dice. Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. your blow penetrates the Drekkar’s Armour. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing.


Weight. Control. Knowledge. 33 . using many-sided dice in different ways to determine the outcome of events. but Nyssa is finding it tough going in her Traken court shoes. The rules of TIME LORD. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. however. Special abilities typically have low values. however. A character whose ability is greater than the difficulty automatically succeeds. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. If the rules say special ability. the worst result is 0. in which case they should feel free to play after only skimming the rules. it is one of the eight abilities that are common to all characters: Strength. It is the referee who needs to have a more thorough grounding in the system. Move. TIME LORD uses the difference between the numbers. Both dice are always rolled together and the result is always determined the same way. Whatever the character is doing is well within his ability to accomplish. where the numbers on the dice are added together. the referee needs to set aside time to read the rules at least once. and Tegan’s player decides they have to jump it to follow him. Each of a character’s abilities is assigned a numerical value. Where TIME LORD refers to a common ability. USING DICE Role-playing games can be complicated affairs.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. In most cases. Players. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. Whenever the rules ask a player to beat the difference. There is a chance that the character may fail because he is attempting something that is beyond his ability. Unlike most other games. who has sprinted off ahead of them across rough terrain. To make it clear which value should be used. the result of rolling 3 and 4 is 1. A special ability is an ability that enhances one of these eight common abilities: Marksmanship. They indicate what he can or cannot do in terms of TIME LORD’s rules. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. players should trust his judgment. however. for example. or have it explained to them by someone who knows the rules. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. Tegan and Nyssa are trying to catch up with the Doctor. and his player does not have to roll the dice. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting. In the course of the game. Size. and this value is known as the result. Players and the referee should read this chapter carefully. It is possible. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. that the referee may tell him to roll the dice just for dramatic effect: the player. the result is 0 if a double 6 is rolled. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. and how to take turns before trying to learn the rest of the rules. usually 1 or 2. because their values are added to the appropriate common abilities instead of being used on their own. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. He fails if the result is less than or equal to the difference. It is important to understand what is meant by abilities. typically from 1 to 6. how to use the dice. how distance and movement affect game play. TIME LORD. enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. The result of rolling 1 and 6 is 5. can largely make do with knowing only the few rules in this chapter. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt. Determination and Awareness. The lowest number rolled is subtracted from the highest. Experienced role-players will probably find that much of the structure of the game is familiar to them. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. judging from the scuff marks in the soil on both sides. only the referee knows the difficulty and therefore the difference that must be beaten. after all. The best result is 5. however. only the value of the special ability on its own should be used: the value of the common ability is not added. They are confronted by a chasm that the Doctor has clearly jumped. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail.

not including the area that the first one is in. just as one square on the board can contain a number of playing pieces. This is especially so if the characters get involved in a fight. benches or trees. The ideal ones are made of metal and are 25mm to 30mm high. COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. are at a range of 0. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2. takes them off. Tegan’s player has to beat a difference of 0 for his character to make the jump. more could be added to allow Ian and Barbara to run in any direction from the Daleks. Barbara is at a range of four areas from the Daleks. Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek. Ian is at a range of two areas from the Daleks. Instead of drawing up a plan. Distance in TIME LORD is measured in areas. Sometimes. When the referee draws up a plan of a location for the players he should divide it into areas. therefore. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. and has decided the relevant ability to use is Control. so Nyssa’s player now needs to beat a difference of only 0. such as plastic tiddlywinks. The referee should sketch a bird’s-eye view of the characters’ surroundings. and mark on key objects such as the TARDIS. One area can contain a number of characters. In buildings. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. The scale does not have to be accurate. The area just groups characters together to indicate the proximity of one to another. referees and players may find it more convenient to represent a location using a number of tear-off square notelets. Special features such as furniture or trees can simply be drawn on the notelets. Objects in the same area. The notelets should be arranged so that each row of squares is staggered. however. whether it is outdoors or indoors. but Nyssa’s player needs to beat a difference of 1. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. A nine-area location. The referee lowers the difficulty to 4. It also affects the chance of spotting something or someone concealed in an area. could be represented by nine notelets arranged in the right shape. such as those about 10cm square used for telephone messages. Range is measured as the distance from one object to another. all the plan has to do is allow players to envisage where they are. Ludo counters or coloured pieces of cardboard. and leaps. tables. especially if the characters are running across countryside. which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. for example. Counters. objects in adjacent areas are at a range of 1. Both characters have Control 4. Ian is at a range of two areas from the Dalek. they contain lead and are not recommended for small children. most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. and is used in combat to modify the chances of hitting someone with a gun or blaster. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. More notelets can easily be added to a location to maintain a sense of distance. Nyssa’s player decides that it is foolish to try the jump in shoes.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. however. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. This distance is the range. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops. 34 . An area purely indicates a tactically important space. however. Figure 2: Areas.

The difficulties given for terrain are only guidelines. say. stony ground of a typical chalk pit all increase the difficulty of moving. flat ground such as short grass or indoors. A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. a turn is used to determine what all the players can do in the same amount of time. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. Most humans have Move 3. Easy terrain includes open flat ground such as parkland. Their actions and reactions to other people. is not the number of areas he can move: it is purely his ability to cover distance. Move works the same as any other ability. TERRAIN Not every piece of ground is easy going: long grass. In TIME LORD. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. Each area that a character moves presents a cumulative difficulty. where progress is likely to be slow. although the First Doctor has Move 2 to account for the limitations of that particular generation. but is assumed to have stumbled or tripped in his effort to move faster. because some characters may find certain types of terrain more difficult than others. stairs are only a minor handicap to the Doctor and his companions. a character who wishes to move three areas faces a difficulty of 3. This counts as the character’s action for the turn. loose sand. Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. pavements. mud. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. floors in buildings and open woodland. Each research turn represents 15 minutes of real time. but this requires phenomenal amounts of energy and is accomplished only slowly. although it may take more or less time than that to resolve the actions which take place during such a turn. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. each area presents a difficulty of 1 to the character’s movement. work themselves out without anyone having to tell the participants what they can or cannot do. Such a character may still have an action in that turn. overgrown woodland. however. scree and the rough. A character’s Move. TIME LORD is a game. play then passes on to the next person. water. Daleks. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. for example. Obstructed terrain has a difficulty of 2 an area and includes jungle. The effects of terrain are always cumulative. There are two types of turn: the action turn and the research turn. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. roads. Each area of easy terrain has a difficulty of 1. He still moves in the direction he intended. shingle beaches and bracken-covered or gorse-covered moorland. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. On ordinary. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. however. Areas of terrain with a difficulty of 3 are rare. Conventional boardgames usually use a turn to limit what one person can do. He would need to roll a difference of 3 or more on the dice. hills. In this way. Research turns mark the progress of time during an adventure. however. A character with the Driving special ability adds his Driving to the Move of. A character may have special abilities that enhance his Move ability. such as strong underwater currents or virtually impassable terrain. If a character uses such a special ability it counts as his action for the turn. Work that takes a long time to accomplish. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas. a car or motorbike to travel further than normal. such as scientific research or clearing away the rubble from rockfalls and cave-ins. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. can levitate up or down stairs. If the player fails to beat the difference. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. 35 . is regulated by research turns. such as shooting a gun or evading an attack.

Their characters’ actions are predominantly of the moment. The referee decides when one turn ends and the next one begins. or even to flee from an enemy before firing. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. 36 . Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities. ACTIONS Each character can in general use only one ability during a turn. the results are worked out and then applied simultaneously. Running or Science. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. one who wishes to analyse a plague virus uses his Science ability. In this way it is possible for characters to close on an enemy and attack. The players say what they want to do in a turn and the referee works out what this means in terms of actions. It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. Each player says what he wants his character to do when asked by the referee. A character who wants to shoot someone uses his Control or Marksmanship abilities. Marksmanship. There is no set order of events in a turn. such as Control. Movement is an exception to the number of abilities that can be used in one turn. and the use of such an ability is called an action. such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game.

It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. Control. Determination and Awareness. The ability is also a measure of a character’s endurance. Control is the ability used when a character has to leap chasms or climb trees or mountains. are slow. Strength is the ability used to determine whether poisons take effect. The ability is as much a guide to fitness as it is power. It represents suppleness. A human has a Move of 3. WEIGHT Weight is a measure of the mass of a character. MOVE Move is the character’s ability to cover distance and is determined by the character’s species. Particularly old or feeble characters may have a low Move to represent their frailty. for example. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. for example. as does a Cyberman. The ability is not measured in pounds or kilograms. Low Knowledge. his agility. An animal such as a horse has a Move of 4. his powers of deduction and so on. By default. the smaller he is: Size is just a measure of relative smallness. Abilities not only indicate what a character can do. and the mental abilities of Knowledge. These rates of movement. STRENGTH Strength is the character’s muscular power. It is important to understand that the bigger a character’s Size ability. the rules assume that most targets are the same size as an average person: Size 3. Weight and Move. say Size 2 or 3. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings. hand to eye co-ordination and whether the character is clumsy or articulate. where the Size of the opening is the difficulty of squeezing through. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela.DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers. however. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. Big people. are Size 4. A character with high Knowledge would typically come from a point in Earth’s future. both species move at about the same speed. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. is a savage yet is descended from technologically minded ancestors. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. it also determines his defence against attacks from opponents. such as the twenty-first century. Eight abilities are common to all characters: the physical abilities of Strength. The ability is mainly used to determine how easy it is to hit a character. If the Doctor has to analyse the weakness of an enemy so that he 37 . however. A small or lightly built human would have a Weight of 3. each value represents a broad range of mass. Small adults and children. SIZE Size indicates a character’s height and build. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed. they are also a measure of his resistance to another character’s abilities. a large adult would be Size 3. Each ability has a numerical value of one to six. for example. with six being the best. Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. All objects also have Weight abilities which determines how easy they are to pick up or carry. A character from the future. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology. Abilities represent a character’s muscular power and toughness. Most human characters have a Weight of 4. CONTROL Control is the measure of a character’s agility. so a character can be short and fat or tall and thin yet still have the same Weight. Size. a heavily built human would have a Weight of 5. The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. and how quickly the character recovers consciousness or heals once he is wounded. might indicate a character from a primitive background such as medieval Europe or even Roman times. however.

The appropriate ability for this challenge is Control and the referee 38 . AWARENESS Awareness is a character’s ability to react to his environment. so she decides to jump up to get a hand hold. All abilities give the players information that can be used to develop the personalities of characters. called special abilities. Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. a character has a chance of succeeding or failing in the attempt. In effect he must beat the difference to succeed. A special ability enhances the appropriate common ability when it is used. for example. Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. it is Knowledge that gives the characters a chance of remembering or thinking of such details. It represents his ability to stick at something despite adversity. A character who is negotiating with other characters also uses the Awareness ability. would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. The player whose character is attempting the challenge compares the character’s ability with the difficulty. The ability of Marksmanship. Anyone who enters the TARDIS for the first time will find their Knowledge tested. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies. it is the character’s Awareness that decides if he succeeds or fails. If a character encounters a hideous creature.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability. whether by speaking or through writing or art. for example. Marksmanship. his Knowledge determines how long it takes him to solve the problem. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. These special abilities typically have a value of 1 to 3. Knowledge also is a character’s ability to believe or disbelieve in the improbable. Each one is a specialization of one of the eight basic abilities. HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. Even by moving furniture she cannot quite reach the sill. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. Cowards or natural survivors usually have a low Determination. a skill which relies upon his ability to interpret their mood and upon his communicative skills. The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. the value of a special ability is rarely used by itself. Whatever the nature of the challenge. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. It represents the character’s senses and his ability to communicate. Jo Grant is locked in a room which has a high window. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. OTHER ABILITIES Most characters have other abilities. The player has failed to beat the difference. He is trying to influence their behaviour. DETERMINATION Determination is a character’s mental resolve. and the player must roll the dice to determine whether the character succeeds or fails. or they can be unusual natural talents. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination. increases a character’s Control when he fires a gun. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence. Special abilities will often indicate quirks of behaviour that can be highlighted. Guidelines on assigning difficulties are given in the referee’s section. this chance of success or failure depends upon his abilities. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. Determination is used to decide whether a character is influenced by the words or actions of another character. it is the ability to doubt. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. sports and work. When facing the Master. Great orators and diplomats would have high Awareness.

She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. given time. The character may have to dress appropriately to be convincing in the role. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions. 39 . a circus performer or a zoo-keeper. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services. Animals will regard such a character as friendly. Jo has Escapology 2 and Control 3. The ability extends to reptiles. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space.DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. although even a friendly. A character with Leaping. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds. one with Escapology could apply the ability if he were held captive and tied up with ropes. either by mimicking that person’s voice or by physically impersonating him. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price. Acting [Awareness] Acting allows a character to play the part of another person. for example. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. which means the difference is 1. tigers or elephants. is effective only if each person involved can communicate with the other. the character has experience of handling animals such as horses. could use this ability to help him jump a chasm. an advanced form of navigation that allows explorers to find their way around the universe. Jo’s Control is 3. however. The person playing Jo needs to beat a difference of 1 on the dice to succeed. Animal Handling [Determination] Whether as an animal trainer. whether it is a longbow or a crossbow. The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. The common ability that each one enhances is given in brackets. The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin. Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation. Such a character could. hungry predator can be dangerous. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him. Bargaining. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. lions. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

The ability allows a character to build cybernetic parts and devices which imitate other abilities. have also studied the subject. may not dodge in combat. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live. it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. such as a club. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses. such as salute or shoulder weapons. Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. Human scientists. can take 6 Wounds before dying. Referees can choose to have the character solve a code by simply rolling the dice. Cryptanalysis might prove useful in addition. Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon. for example. Whether the character is skilled at formal court dance of the 15th century. In effect. Cheat Death extends the range of Wounds at which a character is seriously wounded. Computing is also a character’s ability at cracking computer security. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them. With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. the use of mechanical and electronic components to replace organic limbs and organs. 41 . It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. in combat. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. quarterstaff. 1960s go-go or 1990s house. A character in this state. Cheat Death enables a character to survive damage that would ordinarily kill most people. A character with Strength 3. mace or walking stick. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. however. Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. his peers at least will recognize his talent. such as a replacement eye which would allow the character to see infra-red light. however.

Jo Grant learned Escapology as part of her training as a UNIT agent. When a character with Fast Reactions encounters another character with Fast Reactions. Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles. although the Doctor usually frowns upon its use. and how to build new ones or alter existing ones. and a character with this ability will rarely put a foot wrong when addressing important people. The Master frequently disguises other people to resemble himself so he can make his getaway. contortionism. what they do. lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target. plastics and ceramics and how such properties can be employed in construction. First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. Driving also allows a character quickly to familiarize himself with a strange vehicle. Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. axe or spear. A character uses his total ability of Knowledge 42 . Nitro-nine has proved usefully destructive at times. for which a character needs Acting. It combines subtle body movements. Driving [Move] Driving allows a character to control vehicles such as cars. make-up and clothes so he resembles someone else. It does not include the ability to sound like another person. With this ability a character can effectively change his height. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. stance and mannerisms so they are unlike his own or like those of someone else. jetbikes and hovercraft in difficult manoeuvres. it indicates that a character knows how to handle badly injured patients. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. although even she found some knots were difficult to untie quickly. Ace is the Doctor’s companion who knows most about explosives. nitro-nine. First Aid is the ability to bandage and splint injuries.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. It implies a knowledge of procedures. motorbikes. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits. she developed her own. It is also the ability to develop new types of explosive. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. On an immediately practical level. the one with the highest special ability reacts first.

whether by luck or through an ability to cheat without being noticed. but heals only an amount equal to his special ability on its own. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon. Someone may have been in a room before he entered or that person might still be there. Only the character’s fists are used. The ability is added to Determination to resist the effects of hypnotism and so on. The difficulty of sensing something depends largely upon the extent to which it would affect the character. A character with this ability may need the help of an object to hypnotize someone. A character using Fisticuffs inflicts Wounds equal to half his Strength.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. A character with Iron Constitution can also endure long walks or run for long periods without tiring. Gambling [Awareness] A character with Gambling is skilled at games of chance. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. they will usually rebel and follow their own course of action. waiting behind a filing cabinet ready to attack the character. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. the Master’s technique is simply to say: ‘I am the Master and you will obey me. Gambling also gives a character a chance of noticing whether another gambler is cheating. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison. Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles. 43 . Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows. and remains in firm control of his mind. giving his captives time to formulate a particularly cunning plan of escape. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. Its main use is for entertainment. Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance.’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance. Intuition [Awareness] A character with Intuition can sense when something is not quite right. Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people. for example. or they may be able to do it just through the power of words. A character with this ability may be compelled to gloat in such circumstances. Independent Spirit increases a character’s resistance to Con or Command. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain.

and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. Linguistics [Knowledge] Linguistics is the ability to learn and understand languages. In essence. technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. Mechanics [Knowledge] Engines and machines are complicated. are discomforted by bright lights and they cannot see in complete darkness. who can also jump up to grab ledges. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. but a character with Mechanics understands them. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. With the right parts such a character could build an engine or repair one.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. perfected Venusian Karate. enabling him quickly to knock out or disable opponents. Leaping [Control] Whether through athletic training or natural ability. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys. the character is adept at leaping great distances. however. Electronic. Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. a transformer and an assortment of electronic parts into a force-field generator. inspiration and a grasp of the weaknesses of an enemy. however. Gaping chasms present little challenge to such a character. The third Doctor. The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. all guns work in the same way. Characters with Keen Sight. It may prove useless. for example. Should communication prove impossible. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. counter poisons or to speed healing and recovery. There are many types of martial arts. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. It represents scientific knowledge. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. such a character may have to undertake research in a laboratory before he knows which drug will be effective. chandeliers or tree branches. 44 . depending on the laws of the society in which a character with this ability finds himself. Mathematicians are almost human in comparison with statisticians. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. and a player should try to make the one his character practises distinctive. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength. If a patient’s condition is unusual or unknown.

A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. A character with Pseudoscience has the ability to baffle people with science. It increases a character’s chance of resisting the effects of wounds when they are inflicted. The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. for example. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll. extends to repairing only his electronic circuits. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea. Regenerative Powers typically allow repairs or healing to occur at the end of each research turn. K9’s use of this ability. pseudoscience could have been used to come up with name of the effect and provide a brief explanation. Piloting [Move] The Piloting ability allows a character to fly aircraft. The ability also implies a familiarity with superstitions and old sayings. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. piano or recorder. The ability is of no use if the character has succumbed to his wounds. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. although he would undoubtedly be able to help another more skilled pilot. If the manner of travel is more advanced than that associated with the technology of the character’s time and space. Musicianship [Awareness] Musicianship is the ability to play musical instruments. 45 . the character must be conscious to use it. It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. he will find it hard to fly the vehicle.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. rooms. He can also produce antidotes. faces. such as guitar. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. a Time Lord uses this ability to change his form to overcome massive tissue damage. A character with this ability should choose which instrument he can play. reams of secret plans and the shape and size of objects. Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. angles and speeds. druids and the like. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. rockets or spaceships. Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches.

but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. It also allows a character to spur a mount to move faster. Jo Grant. for example.DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. This might allow him to smell gas or chemicals before they can harm him. although the extremes of either will ultimately affect them. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall. A character with Serendipity can make the find or be responsible for events leading up to it. saddles and reins. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs. Players may specify which sciences their characters are particularly adept at. It can also be used to repair robots and alter their personalities. or could be used to appreciate food and drink. chemistry or biology. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. Its main purpose is to alert the Doctor that one of his companions is in distress. A character with this ability should avoid noisome locations and unwashed barbarians. Cybermen. Special Immunity [Strength] Special Immunity conveys additional. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability. Singing [Awareness] A character with Singing has received vocal training. He has a strong. or a type of energy. 46 . although it may seem disastrous at the time the event does some good. the character’s Riding is added to the animal’s Move. Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets. have a Special Immunity to heat and a Special Immunity to cold. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots. sometimes only partial. resistance to a type of attack or substance. Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. Serendipity [Awareness] Serendipity is the ability to make happy chance finds. melodic singing voice which other people regard as pleasant to listen to. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. more routinely it might be used to produce a small bag of jelly babies as required. for example. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. to palm small objects or even to cheat people at cards. tunnels or ventilation shafts. A character may make a mistake or clumsily knock over something. Running [Move] A character with the Running ability is especially quick. Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. yachts and windsurfers. such as physics. In The Ark in Space . Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. for example. A character could be immune to the effects of a specific poison.

If the object of their affections is ever in danger. which reptiles and insects are poisonous. Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. Wilderness Lore means the character knows what he should and should not eat. Swimming [Move] Characters are assumed to be able to swim to a limited degree. to work out what is needed to repair it. TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. This affects how other characters react to them. Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target. Although a character may have the TARDIS ability. a companion with a pretty face might be more able to convince a security guard to let her pass. the sports ability is added to the character’s Control. an instant form of travel by matter transmission. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. when something goes wrong. 47 . Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. and which large animals are dangerous. In situations where skills learned in the sport could help the character. this does not mean he can fully control it. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel. such as cricket. the more likely he is to survive. to hide in cover or to do both at once. Stealth [Control] Stealth is the ability to move quietly. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. animals and climate of his native environment. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. and the greater his ability. The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. axes and daggers. those with the Swimming ability can swim well and cope with strong currents. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat. football or rugby.

the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. Within an area there are no restrictions on who can attack whom. The Doctor. PROCEDURE Each player decides what his character is going to do during the turn. it is known as the character’s Attack. The main difference between ranged weapons combat and close combat is the distance over which each takes place. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. as his action. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. and keeps track of the results. his opponent is the defender. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. It covers attacks made by weapons such as Dalek guns. It covers fisticuffs and swordplay. Characters who are not involved in combat. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. Such a character forfeits any right to attack or defend. it is 6 if she shoots a crossbow in ranged weapons combat. There are two types of physical combat: close combat and ranged weapons combat. whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. and attacking a creature that is armed with a powerful energy weapon is foolhardy. It is important to remember that only the player whose character is attacking rolls the dice. stay in the same area and perform an action at an increased difficulty of 2. Only characters in the same area can attack each other in close combat. 48 . 7 and 6. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. All actions in one turn of combat are assumed to occur at the same time. for example. Few of the Doctor’s companions can come through more than a fist-fight unscathed. may move about the same area or be engaged in other tasks at the same time. performing an action usually means attacking an opponent. Ranged weapons combat is fighting that takes place at a distance. but no attacks can be made using close combat on anyone outside that area. Although each player will resolve his character’s actions in turn. it can also be an attempt to use any ability. Whether this value is Control on its own or Control enhanced by another ability. Martial Arts or Marksmanship. whether in primitive or technologically advanced cultures. however. Edged Weapons 2 and Archery 1. Sometimes. Her ability to attack in close combat is 5 if she strikes with her fist. n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. Success largely depends on choosing the right moment to act. The character whose attack is being resolved is called the attacker. Whatever the player decides to do. he waits until the referee asks him before revealing his action. attempt to reset the controls of a runaway machine. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. in which case the total of his Control and his special ability is used. That player’s character hits if he overcomes his opponent’s defences. which is why they have such freedom to act in an area. the submachine-guns and rifles of UNIT troops.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. her ability is 7 if she strikes with an edged weapon such as her knife. An attack made in combat counts as the character’s one action for a round. Leela’s abilities are Control 5. could move and. n Stay in the same area and dodge any attack made against him. Characters are assumed to be moving about rather than remaining stationary while they are in combat. Her Attack is respectively 5. The referee decides which actions are resolved first. Both types of combat use the same procedure. the results are applied only after all characters have had a turn. and the bows and thrown spears of primitive tribes. This value may be enhanced by abilities such as Edged Weapons. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. Although in all these options. however. Close combat takes place between characters who are in the same area.

in which case the best option is to dodge all the attacks. but it can also mean attempting to use any ability. A defender who parries has a Defence equal to the sum of his Size. stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities. his Defence is the sum of his Size and 49 . The Running special ability. A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. Sometimes a character will have more than one attack made against him. the distance to the target in areas at the end of the turn is added to the target’s Defence. would be added to Move. 2 Performing an action will often mean attacking an opponent. can only evade. for example. A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. The basic Defence of a character against an attack is his Size. Control and ability with the parrying weapon. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. In ranged weapons combat. unless he has the Martial Arts ability. If the defender evades. an unarmed character. He must use a weapon to parry an attack. This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person.

The number of Wounds inflicted is compared with the protection of the armour. She would automatically hit a target with Defence 5. If Attack is equal to or less than the opponent’s Defence. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. The blow automatically hits if Attack is greater than the opponent’s Defence. Daleks. If the number of Wounds against the defender is equal to or less than his Strength. because the range is 0 areas. not the players. It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. the attacker needs to beat the difference between these values to wound the defender. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. The referee. he inflicts a number of Wounds appropriate to the weapon he is using. Leela’s abilities are Control 5. If she dodges her Defence is 8 and 10 respectively at those ranges. Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence. In ranged weapons combat using a crossbow. Against an opponent with a Defence of 7 or more. her Defence is 5 against an attacker who is 2 areas away. decides in which order any attacks are made. it is 8 if she evades. 50 . Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. Against a target with Defence 7. her player would need to beat a difference of 1 on the dice. All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. however. the attacker must beat the difference between Strength and Wounds to overcome the defender. A parry or evasion can be applied to only one attack. which is impossible because she can only equal that difference. When a character hits an opponent in combat. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. Armour absorbs either all or none of the Wounds from an attack. Armour 8 and so on. such as a dodging Size 3 opponent with Control 3 at a range of one area. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. such as a stationary Size 3 opponent at a range of 2 areas. A character feels the effects of Wounds only if they overcome his Strength. Size 3 and Edged Weapons 2. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. the character’s Size is his Defence against any other attacks. Leela’s Attack is 6 (Control 5 plus Archery 1). are encased in an armoured shell that protects the creature inside from most small-arms. She has Defence 8 against any attack made against her if she dodges. EFFECTS OF WOUNDS Wounds always injure a character. All the Wounds are inflicted if the protection of the armour is beaten. The player and Leela learn the hard way that Cybermen are generally immune to arrows. The effects of wounds are worked out direct if the defender does not wear armour. Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). She could still make an attack and then choose to parry or evade one attack made against her. The total number of Wounds that a character receives. If the number of Wounds is equal to or less than the protection of the armour. Her basic Defence against any attack is 3. She would automatically hit anyone who had a Defence of 6 or less. although the effects of this may not immediately be noticed. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack.DOCTOR WHO — TIME LORD Control. is always recorded whether or not he is overcome by them. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. Her Defence against one close combat attack is 10 if she parries with a knife. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. for example. Bolts fired from her crossbow inflict 4 Wounds each. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. Ranged weapons attacks can be evaded or dodged but not parried. which is expressed as Armour 4.

If he succeeds. near to death or dead. If both attacks succeed. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. by making an aimed attack at his enemy’s weapon arm. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. This type of combat is used to capture opponents unharmed for questioning. whether a character is overcome or resists the effects. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. If both attacks fail. If the Wounds inflicted beat the Strength of the opponent. 51 . evading or dodging are simply techniques to get out of the way. Alternatively. Anyone who grapples has a Defence equal to his grappling ability. The base difficulty is calculated from the character with the highest abilities. such as knives. Inventive players may come up with a special move that requires careful adjudication. typically Size 5. His player should bear in mind. the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. Any character who is not overcome by his wounds can continue to act normally. Disarming An attacker can deliberately try to disarm an opponent. the characters are wrestling for an advantage. but may still resolve his attack if he has yet to do so. neither character has a hold on the other. although it may be better. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. The person restraining him is assumed to be trying to prevent this escape. an aimed attack can be made at the opponent’s weapon itself. Grappling attacks do not wound the defender. although people outside a crowded area can fire at targets in that area. such as a guard crouching behind a crate and whose head is the only visible part of his body. such as fists. He should say which part of his opponent he is going to restrain. he may move or attack next round as normal. A character who is restrained in this way may attempt to break free in subsequent turns.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. The biggest target that an attacker can grapple is the chest and arms of his opponent. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely. however. Wounds are cumulative. An overcome character may be near to death or even dead depending on the number of Wounds he has taken. to restrain an opponent’s weapon arm. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. depending on circumstances. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. Characters also have to aim if they have to shoot at partly obscured targets. and the total number of Wounds against a character should be recorded. Grappling is resolved in the same way as hand to hand combat. The character needs to beat the difference between his Strength and sum of the Strength. Control and relevant grappling ability of his captor to break free. the size of this target is used to determine the opponent’s Defence. that the character is wounded and that further injury could easily result in death. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. except that the player states his character is going to grapple an opponent when asked to declare his action. or natural weapons. aiming to beat the weapon’s Strength in order to break it. typically Size plus Control and an ability such as Brawling. This determines whether the character is unconscious. Each resolves his attack as normal. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. An area that contains more than five characters becomes crowded. The player states that his character is doing so as his action for a turn. If the grappling attack succeeds. Whoever breaks free first while retaining hold of his opponent gains the upper hand. the weapon is dropped but the defender is not injured. Sometimes two characters will try to grapple each other. each additional character adds one to the difficulty of breaking free. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall. Characters in a crowded area may use only short weapons. rather than try to harm him. No character may use a ranged weapon in a crowded area. If two or more people restrain someone. SPECIAL RULES Combat is not always straightforward. or might try to aim blows to disable or disarm opponents rather than kill them.

therefore. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. The overall Attack of all five Cybermen firing at one target is 9. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. up to a maximum of the fire-director’s ability. adds one to this Attack. The character with the highest appropriate combat ability directs fire. The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. by line of sight. or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. This is likely if a target comes into view only briefly in the round. however. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. An attack that misses. restraining him and resisting any attempts to break free. Grenades Area weapons such as grenades or dynamite are not aimed at people. A negative number means the grenade undershoots by that many areas. at a Raston Robot. which means it can direct the fire of five Cybermen — itself and the four it is leading. rather they are aimed at a particular area. If one minus the result on the dice is zero. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. grenades have a maximum range of three areas). giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. A snapshot could also be made to shoot at a target before it moves out of range. resulting in a Defence of 5. say by running across an opening. and his ability is used as the base Attack to hit the target. may fall short or even overshoot. The grenade lands one area further away than intended (one minus the result is plus one. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. The Cyber-lieutenant has Attack 5. It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. The range is three areas. the Wounds for only one hit is used to overcome the opponent. a positive number means the grenade overshoots by that many areas. the grenade would have landed in the same area as the Cybermen but exploded only next turn. Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. Regardless of the number of characters involved in group fire. each with Control 3 and Marksmanship 1. the attacker has hit the nearest friend. The attack is resolved the same way as a normal ranged weapons attack. except that the difficulty is increased by two. Had he rolled a result of 1. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. Any characters that are in the same area can combine the fire from the same type of ranged weapons. indicating an overshoot of one area). Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. Snapshot A snapshot is any ranged weapons attack that is made without preparation. The difficulty. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. Each additional character. to his target. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. 52 .

DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons. 53 . usually from zero to six areas away. they are more likely to knock out an opponent when they hit. the dice should still be rolled to determine whether the weak blow knocks out its target. blunt weapons and edged weapons. Weapons are divided into two categories: close-combat weapons and ranged weapons. Because blunt weapons inflict more wounds than most characters’ fists. as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues. The weakness of fist attacks is one of the main reasons why characters choose to use something better. perhaps by the Doctor.) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. The wounds inflicted. An edged weapon inflicts 4 Wounds. such as a sword. Companions are often ordinary people who have just become mixed up with the Doctor’s travels. There is good reason for keeping out of the way of weapons: they are dangerous. however. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. Edged weapons damage vital organs. A club made from a tree branch. Weapons are best left to those who are able to handle them skilfully. Close-combat weapons can be used only against nearby opponents. They are unlikely to kill most opponents because they inflict fewer wounds than. There are three categories of close-combat weapons: natural weapons. claws and horns are hard. feet. Such a character may also attempt to deflect attacks as if he were trying to parry them. who would probably feel uneasy if he didn’t have his dirk. are best qualified to survive a fight. chitinous mandibles. although this would not damage anyone. either killing an opponent or knocking them out owing to the pain of the wound. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. teeth. A soft natural weapon inflicts Wounds equal to half the character’s Strength. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. axes and spears are all edged weapons. the Doctor and his companions may have to fight to survive or attain an objective. a blaster or a rifle. however. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. edged weapons inflict more wounds than a character’s fist could. In the course of their adventures. Blunt weapons inflict 3 Wounds. Unless companions have a good reason for being armed they should be discouraged. The referee and the players should be prepared to adapt to circumstances. (A Strength 1 person would inflict 0 Wounds. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. There are four categories of ranged weapons: thrown weapons. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. any halves are rounded down. In the game they can be used to attack only opponents that are in the same area as the wielder. from carrying weapons. Swords. bows. Like blunt weapons. Characters such as the Brigadier. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. such trained warriors will be more useful than someone who does not know one end of a blaster from another. firearms and blasters. His attacks inflict Wounds equal to his strength. Ranged weapons are used to attack opponents at a distance. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. There are always exceptions. When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. and Jamie. they are more likely to be threatened by opponents that use them. are often sufficient to knock out an opponent for an action turn. teeth and claws are all natural weapons. who might carry a revolver. say. they are not mercenaries who plunder time and space while armed to the teeth. however. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. The threat of being hit can prove more effective than actually striking or firing at a character. rapiers. The number of wounds that a weapon inflicts on an opponent depends on its category. a medieval knight’s mace.

spears. There are two types of thrown weapon: light and heavy. it is complicated by the mechanisms and loading procedures that different designs have necessitated. The category includes daggers. An arrow fired from a bow inflicts 4 Wounds. soft Natural weapons. rocks and household objects such as vases or other ornaments. Close-combat weapons. although many of them are prepared to pick up a gun and use it if necessary. Guns should be treated more as a threat: they are often used to intimidate at close range. Bows Bows and crossbows have a maximum range of five areas. blasters and bows are simple compared with firearms. Thrown weapons have a maximum range of three areas. Benton. A light thrown weapon is usually no more than a foot or so long. Only the Brigadier. javelins and boulders. A heavy thrown weapon is either long or bulky: the class includes spears. Light thrown weapons inflict 3 Wounds. Although a firearm is easy to use. Most 54 . although an especially powerful bow might have a range of six areas. The category includes daggers. FIREARMS It is unusual for the Doctor’s companions to carry firearms. A crossbow requires two actions to cock and load. giving it a maximum rate of fire of one shot every three action turns. It takes an action to string an arrow for a long or compound bow. heavy thrown weapons inflict 4 Wounds. the best defence is to run away. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter. giving it a maximum rate of fire of one shot every two action turns. Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. throwing knives and small rocks. hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons.

Most of the time a referee need not worry about the time it takes to reload such guns. The term embraces flintlock pistols. revolvers. a maximum of three bursts can typically be fired using the same magazine. Single-shot setting increases the difficulty to hit a target by one. All guns can be used as makeshift blunt weapons in hand to hand combat. and submachine-guns typically have 30-shot magazines. A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. It takes two actions to reload a muzzle-loading pistol. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type. inflict 5 Wounds and have a maximum range of four areas. a single hit is enough to put down most opponents. Different cultures in the 55 . the second determines the number of Wounds that a gun inflicts. Shotguns are classed as breech-loading guns. Guns with magazines Rifles with magazines. which gives them a maximum rate of fire of one shot every two action turns. however. BLASTERS A blaster is a firearm with a short range but devastating effect. A submachine-gun set to automatic expends 10 shots in a burst. regardless of the ammunition used. revolvers and shotguns All pistols. Firearms are classified according to their loading mechanism and their power. Referees who wish fully to detail actual weapons should feel free to do so. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. revolvers and shotguns. This time-consuming process gives them a slow rate of fire. The attacker rolls to hit each target in the area into which he is shooting. All breech-loaders take one action to reload. A magazine or revolver with up to six shots capacity takes two actions to reload. whether they are able to reload it or understand how it works is another matter. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. but longer to reload a magazine or to reload a revolver. Rifles and muskets A rifle or musket inflicts 5 Wounds. muskets and rifles. can be reloaded as one action and is then ready to fire two shots. for example. A double-barrelled shotgun. He would. roll three times to hit three targets. other magazines take two actions for every six shots they contain. weapons used by soldiers in some of the most violent conflicts of Earth’s history. The first determines how long it takes to reload a gun before it can be fired. It shoots powerful bolts of energy which are capable of damaging steel and concrete. it is one shot every four action turns for a musket. Revolvers. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. A firearm is a small gun that uses an explosive charge to fire a bullet. It takes one action to replace a magazine with a fresh one. and three actions to reload a muzzle-loading musket or rifle. A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. one after the other in different turns: its rate of fire is two shots every three action turns. pistols and rifles typically have six-shot magazines. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts. LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. increasing the damage done. the only important information is how many rounds a gun can fire before it runs out of ammunition. revolvers. Pistols.

all targets in the secondary zone of effect are attacked at half this value. body armour and partial armour. Referee’s notes on explosives. When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. UNIT troops frequently resort to bazookas to deal with alien menaces. an arm or the head. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage. sticks of dynamite and cans of nitro-nine need special mention. A Greek hoplite’s skirt and cuirass. The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. Most explosives used in a quantity capable of being thrown. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. Most soldiers set their blasters to kill. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. Sea Devils’ weapons use heat. rounded up. There are three categories of armour: full armour. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism. which makes the threat of a hit an unpleasant proposition for a character. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. Body armour covers only the wearer’s torso. Ice Warriors and Cybermen. They can also be aimed at an area. some of which have built it into their very form. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. GRENADES AND EXPLOSIVES Area weapons such as grenades. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. Blasters are personal weapons with a limited range. their warlike enemies make frequent use of these defences. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. Apart from these differences and some slight variations in performance. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. however. Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. 56 .DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. Full armour is an all-encasing suit of armour that protects its wearer from top to toe. which would inflict 6 Wounds in the secondary zone of effect. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. This is enough to seriously injure or kill a typical opponent. half maximum Wounds in the secondary zone of effect. including grenades and bundles of dynamite. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. say. its flexibility more than compensates. depending on their power. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work. Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. all blasters are treated the same way in TIME LORD. The zones are calculated the same way as those for explosives in Part Five. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. whereas Daleks have gunsticks which rely on nuclear energy. The Thrown Weapons ability governs their accuracy when they are thrown into an area. Body armour would not count against a blow aimed at. Larger quantities of explosives inflict proportionately more damage. grenades and areas of effect appear in Part Five. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. Yet strong armour is still used by technologically advanced species. A suggested Wounds score is 12. Like full armour.

it has no general effect against attacks. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. If worn as full armour. Tough leather is Armour 3. Partial armour. A buckler increases the difficulty by 1. in some ancient civilizations it is even the best armour that can be produced. Unlike full armour and body armour. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. Leela could also add any benefits from dodging or parrying to her defence. making it a far harder target to hit than Leela as a whole. Her arm. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. unless they choose to make an aimed attack at her head. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal. Many helmets also count as plate metal armour. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. Primitive armour Padded cloth is the most basic type of armour and affords little protection. It rates as Armour 4. however. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. who is Size 4. but also includes leather jerkins and biker’s leathers. Armour 8 and so on. The protection that armour affords depends on the material from which it is made. partial armour counts only against attacks that are aimed at the part of the body it protects. in effect making it Armour 6 against lasers. It is the type of armour typically worn by castle guards. vambraces. Advanced armour Plastic-fibre armour consists of strong. Padded cloth is Armour 1. although exceptionally thick and heavy winter clothing may give the same effect. Soft leather is Armour 2. They are effective only against attacks from the front and shield side that the wielder is aware of. Plastic-fibre armour rates as Armour 5. Protection is always expressed in the form Armour 2. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. Overlapping plates of metal provide flexible joints in full suits of this type of armour. sometimes with sleeves. Soft leather is little better than padded cloth. sleeves. a larger shield increases the difficulty by 2. Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. Tough leather is soft leather armour that has been specially treated.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. however. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. plastic-fibre armour does not reduce the Move of its wearer. If the attacker fails to beat the difference between Wounds and Armour. gauntlets and helmets. is Size 6. Armour 3. It is most commonly worn as a quilted hauberk. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. It is typically worn as padding beneath metal armour. Anyone attacking her has to get through this armour if they hit. If the attacker beats the difference between Wounds and Armour. 57 . Leela’s armour does not protect her if an attack hits one of these areas. Shields always increase the difficulty of hitting the wielder. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind. arms or legs. Shields are a special type of partial armour. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. leggings.

is lightly wounded if he has taken 1 to 3 Wounds. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death. but the Gods of Ragnarok animated his body long enough for him to perform a service for them. for example. A lightly wounded character does not need medical attention to heal his wounds. but this alone will not save them. although he may attempt to recover consciousness. Grisly experiments or powers. A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength. The character can recover from such an injury quickly. carelessness or nobility may make this a real danger. or has been knocked out by a gentle blow from a blunt weapon. First Aid may be sufficient to make a seriously wounded character only lightly wounded. A character with Strength 3. however. seriously wounded if he has taken 4 to 6 Wounds. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. for example. 58 . In effect they increase a character’s Strength. Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. It is unlikely that a character who behaves sensibly in an adventure will die.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. A character is dead if the number if Wounds he has taken is greater than twice his Strength. Captain Cook in The Greatest Show in the Galaxy was killed. but a moment of rashness. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. Even companions of the Doctor have died in the course of his adventures. have been applied to dead characters and it may be that the dead can walk again. A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. although First Aid or Medicine could quickly return him to full health. and dead if he has taken 7 or more Wounds. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. The number of Wounds a character has taken and the character’s Strength determine his health. allowing him to take a greater number of Wounds before dying or being seriously wounded. Dead The character is dead and cannot be brought back to life.


Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,


but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.



Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.


The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted. such as jagged rocks or spikes inflicts 4 Wounds. the same fall into water would inflict only 4 Wounds. for example. If a character attempts to use an appropriate ability to avoid injury. There are usually 3 metres to each vertical area. 62 . so a fall of 3 metres. Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance. inflicts 1 Wound.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. hard ground. inflicts 2 Wounds. One slip when ascending or descending a cliff face can mean death or severe injury at the least. and characters should quite rightly be wary of them. rock inflicts 3 Wounds. A fall of 3 areas onto rock would inflict 7 Wounds. such as mud or water. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. and particularly dangerous ground. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury. is only a fall of one area. such as Swimming to represent diving into water. such as packed earth. Soft ground. a fall of 10 metres is a fall of four areas.

Turlough. They must beat the difference at the end of every research turn instead of every action turn. however. If he fails to recover he automatically take 3 Wounds. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage. Any character who fails to beat the difference takes 3 Wounds. by the removal of air from an airlock — better than usual. for example. If he is overcome. the effect is much the same: they cannot breathe because their air supply has been cut off. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. 63 .DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. can resist the effects of suffocation — caused. Characters put into a hypnotic trance. and would only start trying to beat the difference on the fifth turn. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation. a special ability such as Iron Constitution increases his resistance.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

black floppy ribbon tie. the Doctor is seldom methodical. Refined Palate 1. First Aid 2.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. wing-collared white shirt. along with the names of the companions he has regularly travelled. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. and an ability to fall into a self-induced trance (in effect. His TARDIS is as temperamental as he is. Striking Appearance 2 Dressed in a black frock-coat. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. silk handkerchief. to the dull. either. although a new incarnation is likely to be unhappy about the changes to his physiognomy. Law 2. He prefers the freedom of roaming throughout time and space. and the heliotrope-clad Patrexes. Parts of his memory open and close. Prydonians are considered to be the best students out of the Arcalians. Acting 1. as the Doctor says. Disguise 1. who wear green. If he interferes willingly. especially to balk the forces of evil that are at work in the universes of matter and antimatter. Like a snake shedding an old skin. is that of regeneration. Each incarnation of the Doctor has unique traits and abilities. There is seldom any consistent plan to deal with enemies. but a particularly clever one. and is entitled to wear its scarlet and orange ceremonial robes. Such regenerations. however. Bureaucracy 1. can regenerate only twelve times. hawklike face. Most remarkable of all their abilities. Intuition 2. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. blue-stoned ring. his people have a responsible policy of non-interference in the affairs of other species. Iron Constitution 2. self-hypnotism) to save them from truly harmful conditions. Medicine 1. the first incarnation of the Doctor is distinctive enough before even considering his lined. MacGuffin 2. he always acts for the best of intentions. regimented existence of the Time Lords. He is undoubtedly an eccentric. is that you never know what you are going to get. On Gallifrey. These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. revealing new talents and obscuring old ones. to the extent that in his first and second incarnations he has no real control over its destination. In this incarnation. His physical size and appearance change as well. he knows best 65 . Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. Science 2. As far as the Doctor is concerned. The Doctor is currently in his seventh incarnation. swept-back white hair. Even as a crusader of time and space. arrogant and determined to get his own way. As masters of time travel. Each of the seven Doctors is detailed on the following pages. Sleight of Hand 1. Electronics 1. what the Doctor knows in one incarnation does not necessarily transfer to the next one. Cheat Death 2. TARDIS 1 Determination: 7. even in his somewhat unreliable TARDIS. Detective Powers 1. Time Lords have two hearts. Eloquence 2. pince-nez. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. TARDIS key Strength: 3. cream and brown checked trousers and waistcoat. Blunt Weapons 2. no matter what arguments are raised against him. Running 2 Knowledge: 6. the Doctor is in self-imposed exile from Gallifrey. A Time Lord. the Doctor is known as a graduate of the Prydon College of the Academy. Indomitable Will 1 Awareness: 4. He is vain. however. Fisticuffs 1. The trouble with regeneration. The Doctor is commonly mistaken for ambassadors or badly needed experts. Robotics 1. Astrogation 1. Pseudoscience 1. Regenerative Powers 3 Control: 4. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. Sensitive Nose 1. a phenomenal constitution that enables them to withstand environments that would kill a human. and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. Bargaining 1. Bench-thumping 1. Stealth 1 Size: 3 Weight: 4 Move: 2. penetratingly intelligent blue eyes and long. the Doctor is tetchy and temperamental: one moment he can be warm and friendly. Cryptanalysis 2. the planet of the Time Lords. the next he can be accusing his companions of all kinds of treachery. however.

the Doctor is sometimes just bluff and bluster. For all his seeming intelligence and capabilities. Mischievous blue eyes twinkle out of his cheerful. Detective Powers 1. Marksmanship 1. Law 2. pale blue short-sleeved shirt. Pseudoscience 3. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. His memory for names is poor. but somehow they get results. Science 2. 500-year diary. Electronics 2. Intuition 2. Brawling 1. ill-considered action. his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in indecision. disarming grin. Polly. Suitable groups of companions: Polly and Ben. and he will often confuse them: Ian Chesterton often gets called Chesterfield. and he will do his utmost to thwart or destroy what he believes is wrong. Even when things are against him. By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. He maintains his clear-headedness by abstaining from alcohol. The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. Running 1 Knowledge: 6. Indomitable Will 2 Awareness: 4. 66 . sad. Robotics 1. for instance. When he displays his bloody-mindedness. Musicianship (recorder) 1. Barbara and Susan. voluminous silk handkerchief. Polly and Ben. telescope. Transmat 1 Determination: 5. Regenerative Powers 3 Control: 4. however. His charm can equally be turned on powerful leaders to gain their favour. Hypnotism 2. He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. the Doctor can look cheerful. He is somewhat amoral. making his own. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. Ben and Jamie. His moral sense of good and evil is more balanced. who can panic him into hasty. Resourceful Pockets 2. Vicki and Steven. On his travels the Doctor will talk little of his home planet. He often seems to be nothing more than a bumbling idiot. TARDIS 2. His scientific methods are haphazard. which is framed by a mop of tousled black hair. but will quickly assume the credit for any of his companions’ cleverness. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. Sleight of Hand 1. Jamie and Victoria. Temporal Science 2. Striking Appearance 2 In his second incarnation. Yet beneath the charm he can be a devious schemer. MacGuffin 2. black and pale pink broad-checked trousers. Barbara and Vicki. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. wrinkled face. Ian. and scuffed ankle. sometimes erroneous judgments on good and evil. Jamie and Zoe. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. Bench-thumping 3. Medicine 1. Con 2. First Aid 2. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. TARDIS key Strength: 4. especially by his less experienced companions.DOCTOR WHO — TIME LORD and everyone had better do it his way. sulky and then bemused in a matter of minutes. Suitable groups of companions: Ian. He regards all of them as largely ignorant of science and short of ideas. sonic screwdriver. small straggly navy bow-tie with white polka-dots. Iron Constitution 2. Steven and Dodo. A victim of fast changing moods. Piloting 1. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. Stealth 2 Size: 4 Weight: 3 Move: 3. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. Cheat Death 2. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. At the same time. from which he is a Cryptanalysis 2. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship.

Bench-thumping 3. flexible face is lined and wise-looking. Temporal Science 2. the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. Striking Appearance 2 If the second Doctor was a clown. then the third Doctor can be described only as a dandy. Archery 1. he will preach to companions and opponents alike.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. Note: If the third Doctor’s knowledge of time travel has been restored. Science 2. Running 1. Command 1. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. He is always ready to risk himself to save others. Lockpicking and Safecracking 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. sonic screwdriver. Law 1. Regenerative Powers 3 Control: 5. black trousers. Disguise 1. Captain Yates and Liz. Pseudoscience 3. Intuition 2. Edged Weapons 2. He always seeks to negotiate a peace between intelligent species. Striking Appearance 2 The fourth Doctor is a lively. First Aid 2. He is the voice of reason when others prove indecisive or obstructive. Electronics 2. Occult 1. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Explosives 1. Resourceful Pockets 1. Transmat 2 Determination: 6. Pseudoscience 3. TARDIS key Strength: 4. Iron Constitution 2. Sensitive Nose 1. bohemian adventurer with a great passion for his travels in time and space. Archery 1. black bow tie and black cape lined with purple silk. Sleight of Hand 2. Driving 2. Exiled to Earth by the Time Lords. Robotics 1. Mechanics 1. Sleight of Hand 2. Regenerative Powers 1 Control: 5. Jo or Sarah. Sergeant Benton. Fast Reactions 1. TARDIS 2. Computing 1. ultrasonic dog whistle. both causes on which. Refined Palate 1. Piloting 1. He typically wears an elegantly tailored black velvet jacket. His humorous. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. Running 1 Knowledge: 6. Suitable companions: The Brigadier. Cryptanalysis 2. Cheat Death 2. Lockpicking and Safecracking 1. Science 2. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. Resourceful Pockets 2. Cheat Death 1. First Aid 2. Stealth 2 Size: 3 Weight: 4 Move: 3. Electronics 2. Martial Arts. TARDIS key Strength: 5. Indomitable Will 2 Awareness: 4. Sailing 1 Knowledge: 6. he should have the abilities TARDIS 2 and Temporal Science 2. Indomitable Will 2 Awareness: 4. and he greets the unknown with a ‘How do you do’ rather than a gun. Leaping 1. MacGuffin 2. MacGuffin 2. Intuition 2. Hypnotism 1. long scarf. a white shirt with ruffled front and cuffs. given the opportunity. encouraging them to live together in harmony rather than fighting. Bench-thumping 2. Driving 1. Medicine 1. Brawling 1. Medicine 1. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. TARDIS 1 Determination: 6. Iron Constitution 2. The Doctor is a humanitarian and an environmentalist. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. Very much a man of action. Occult 1. Hypnotism 1. Astrogation 1. Computing 1. he has piercing blue eyes and mid-length white hair. matching 67 . Stealth 2.

Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. He has a wild-looking face. He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. MacGuffin 2. Regenerative Powers 2 Control: 4. Cryptanalysis 2. Temporal Science 2. Romana 2. able to make friends easily with a winning smile and a touch of humour. Nyssa and Tegan. Mountaineering 1. Striking Appearance 1. blue eyes and a mass of unruly curly brown hair. however. however. His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing. Sport (cricket) 3. even ordering companions to stay on board the TARDIS. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. Marksmanship 2. Resourceful Pockets 1. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. Reckless in action. K9 and Adric. TARDIS 2. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work. And his companions often take the blame for his mistakes. stick of celery on left coat lapel. he is angry if anyone ever disobeys such an order. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . Witty comments. Romana 1 and K9. He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. Although he never intentionally neglects the safety of his companions. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. Leela and K9. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. offering help or advice and sometimes even tinkering before anyone can stop him. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others. He asks questions of other people at random. Con 1. Transmat 1 Determination: 6. in his attempts to buy time while he thinks through a problem. Edged Weapons 2. First Aid 2. The charm. His genius. cricket ball. however. cream cricketing pullover and sports shirt also trimmed in red. Brawling 2. with a great awareness both of his and his companions’ mortality. can conceal a nervous. Computing 1. often with no apparent connection. Iron Constitution 2. however. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. Adric. Cheat Death 2. The ensemble is topped off by a wide-brimmed black felt hat. the Doctor is a hugely charismatic figure. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. Running 1 Knowledge: 6. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. Odd-looking as he is. Pseudoscience 3. Command 1. Electronics 2. Detective Powers 1. Like his previous incarnation. He can be too protective. Hypnotism 1. TARDIS key Strength: 4. Science 2. A panama hat with a red hat band is usually kept folded in a coat pocket. Bench-thumping 2. a cream and brown waistcoat. Suitable groups of companions: Sarah and Harry. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. he dislikes those in authority. Sleight of Hand 2. He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. cream and red striped trousers and white cricket boots.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. Such nervous energy translates into a sense of urgency when the Doctor finally acts. Driving 1. His blue eyes and straight fair hair heighten his innocent appearance. He acts for the best of motives. Indomitable Will 1 Awareness: 5. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. Medicine 1. leaving behind or sometimes losing vital pieces of equipment. He tends to be absent-minded. Stealth 1. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. and does not mean to upset his companions. Piloting 1. his naive approach often endangers their lives.

It is as if this incarnation has lost areas of memory restored to him. Animal Handling 1. Driving 1. MacGuffin 1. Cryptanalysis 2. his comical appearance disguises an in-depth knowledge of the nature of the universe. MacGuffin 2. Suitable companions: Peri or Mel. Brawling 1. he also wears a check waistcoat. Musicianship (keyboards) 1. He can be unbearable if he is correct. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella. His red and green particoloured coat is trimmed with both pink and tartan cloth. Fond of his own cleverness. Temporal Science 2 Determination: 7. Sleight of Hand 2. The Doctor likes to sing while he works. in which case he sulks. Intuition 2. His temperament is somewhat erratic and changes quickly and violently. he is quite prepared to shoot if needs be. Detective Powers 1. Science 2. Stealth 1 Size: 3 Weight: 4 Move: 3. Hypnotism 1. Electronics 2. Nyssa. Striking Appearance 2 The garish. Con 1. Lockpicking and Safecracking 1. and cannot keep quiet while the other person has his say. Computing 1. Regenerative Powers 3 Control: 5. becoming smug. Nyssa and Tegan. Indomitable Will 2 Awareness: 4. Escapology 1. making him look like a timetravelling jester. Pseudoscience 3. Indomitable Will 1 Awareness: 4. First Aid 2. Tegan. His actions. Stealth 2 Size: 4 Weight: 3 Move: 3. but to him it is a sign only of genius. TARDIS 2. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others. Juggling 1.’ Suitable groups of companions: Adric. Bureaucracy 1. Sleight of Hand 2. He is quite able to act quickly and ruthlessly to overcome an attacker. TARDIS 2. yellow and black striped trousers and orange spats over green shoes. Such changing moods make him appear unstable to his companions. His theatrical temperament permits only him to be the centre of attention. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. Bench-thumping 1. Running 1. TARDIS key Strength: 4. Medicine 2. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. Keen Sight 1. Cryptanalysis 1. Computing 1. or if he is wrong. Running 1 Knowledge: 6. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. Electronics 1. Disguise 2. however. the Doctor has a brash. abrasive personality. Iron Constitution 2. Hypnotism 1. voluminous handkerchief. The Doctor will interrupt an opponent with childish outbursts and rude remarks. Turlough and Peri. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. are often showy. Medicine 2. Science 2. Unsurprisingly. Tegan and Turlough. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . Temporal Science 2 Determination: 6. Marksmanship 2. Bench-thumping 2. Swimming 1 Knowledge: 7. however.DOCTOR WHO — TIME LORD words ‘Brave heart. Resourceful Pockets 2. Brawling 1. Leaping 2. He is a supreme egotist: he loves the sound of his loud. and unnecessarily elaborate. Con 2. and although he shares his predecessors’ dislike of killing. First Aid 1. Iron Constitution 2. Words are not the Doctor’s only weapon. Intuition 2. Regenerative Powers 3 Control: 4. Cheat Death 2. He is prone to pontification. his favourite song is On With The Motley. The Doctor is quite pleased with his ability to do the unexpected. Cheat Death 2. Resourceful Pockets 1. teddy bear. TARDIS key Strength: 5. resounding voice and has incredible confidence in his own abilities. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. Pseudoscience 2.

the Doctor tends to underestimate his opponents. The Doctor wears a long. a straw hat with a narrow upturned brim. 70 . curly black hair. or they just would not understand. around the collar of which is a green. he becomes abrupt and abrasive. red and cream paisley silk tie. Mysterious by nature. educating his proteges and increasing their awareness of the nature of the universe. Indeed. His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk. the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them. Suitable companions: Mel or Ace. He hates authority and if his insistence on action fails to bring results. He is a great schemer whose plans are woven in time and space. a trait that seemingly betrays their trust in him. and a black umbrella with a handle in the form of a large red question mark complete his outfit. His comical. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on. he has blue eyes and short. he seems to take on the role of teacher. dark brown jacket. brown check trousers and a white shirt. In spite of his foresight and planning.DOCTOR WHO — TIME LORD verse. A woollen pullover in the same colours. although he usually has a back-up scheme. He uses his companions as tools against his foes. He needs his companions partly to share his burden. round face has a forehead that is furrowed by the wrinkles of cosmic worry. decorated with red question marks. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. Yet he would never intentionally harm his friends and acts for their best interests.

aluminium baseball bat Strength: 3. To play a companion well. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. rather than those who travel only briefly in the TARDIS. Ace’s scientific interests lie largely in the manufacture of explosives. can usually be produced from her resourceful backpack. a short black pleated skirt. which is frequently used to devastating effect. pleasant face look hard. She has formulated her own. self-destructive and prone to sulking if no one pays her attention. Keen Sight 1. Command 1. She has long. ACE (DOROTHY) Apparent age: late teens Species: Human. she typically reacts by running away. There is scope. Con 2. She typically wears a garishly coloured T-shirt. however. Explosives 2. The Doctor provides a steadying influence and. acting as further sets of ears and eyes to gather information that he needs. If her trust is betrayed. although at times she is naive. Resourceful Pockets (pack) 2. it is partly his concern for their safety that makes him reluctant to accept them on board. and even ensuring that his enemies are thwarted should he be knocked out or captured.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. Earth Equipment: Large backpack. Put simply. straight mousy hair which is frequently scraped up and back and knotted into a plait. and detests her real name of Dorothy and her mother. it should be remembered that these characters are fallible: they are not hero figures. Yet they provide vital support for the Doctor. ghetto blaster. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. and it takes careful and reasoned persuasion to restore her faith. Ace is a delinquent. Science 1 Determination: 3. Marksmanship 2. Ace is no fool. is a challenge and can prove more rewarding than playing the multitalented Doctor. however. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. On the whole she is unruly. Blunt Weapons 1. Late 1980s street fashion is the best description of Ace’s attire. Independent Spirit 2 Awareness: 3. On the Doctor’s request she ‘never’ carries it: one or two canisters. Characters such as Sara Kingdom in The Dalek Master Plan. is a person that Ace trusts. Driving 1. Brawling 1. a trait that often imperils herself or the Doctor. It is a severe hairstyle that makes her squarish. Computing 1. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. She hates her 20th century home life in Perivale. west London. Swimming 1 Knowledge: 4. Audrey. When playing these roles. Ace’s eyes are hazel. Cheat Death 2 Control: 4. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. She relishes seeing or playing with machines. Running 1. Mountaineering 1. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. destructive weaponry or the unknown. 71 . a black satin padded jacket that is covered in badges and patches. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. called nitronine. Striking Appearance 1 Ace is a dangerous. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. Mechanics 1. Companions are usually just ordinary people with few remarkable talents. making the most of sometimes limited knowledge and abilities. more importantly. Leaping 1. black leggings and greasy Dr Marten shoes.

Science 1 Determination: 3. a sharp. appreciate how useful the young scholar’s skills are to their plans. BARBARA WRIGHT Apparent age: late 20s Species: Human. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. His confidence in his own genius makes him arrogant and pugnacious. the enemies of the Doctor. obeying them with studious accuracy. he is a cheerful. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. bouffant. Intuition 1. Like Ian Chesterton. Stealth 1. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. baggy trousers complete his attire. however. She will support and comfort other women who are scared or upset and restrain her own fears while doing so. Running 1 Knowledge: 5. Cheat Death 2 Control: 4. Acute Hearing 1. Strong Passion (Ian Chesterton) 2 Awareness: 3. she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. Usually. Quick Recovery 3 Control: 4. she enjoys dressing up in period clothing. however. such as the Master. star-shaped badge for mathematical excellence.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races. even to the extent of betraying his friends. although she tends more to appreciate its fineness or the quality of jewellery. In turn. or at least believes is the right one in the circumstances. and he tends to dismiss the opinions of more experienced people. And she will become assertive if she has to champion a cause she believes in. Despite her ability to reason sensibly. and Adric can find himself manipulated into working against the Doctor. neck-length straight hair. Adric’s fault is that he can take commands or suggestions too literally. Although Barbara is a vulnerable character. oval face and green eyes. First Aid 1. She has brown. a snub nose and brown eyes. Running 1 Knowledge: 4. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. History 2 Determination: 3. Mathematics 3. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. she is easily scared by the unknown and can behave irrationally. Independent Spirit 2 Awareness: 2. she can become distressed if he is not there to comfort her. straight hair which comes down to her neck. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. blue. 72 . Round-faced Adric has black. Keen Sight 1. Acute Hearing 1. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. Earth Equipment: None Strength: 3. Screaming 1. Beige. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. He looks about 16 years old.

He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. He habitually drops his aitches in speech and uses Cockney rhyming slang. Explosives 1. however. is very different. Piloting 1. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises. Swimming 1 Knowledge: 4. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. 73 . BEN JACKSON Apparent age: mid 20s Species: Human. silencer. sandy hair and hazel eyes. Earth Equipment: Penknife Strength: 4. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. as a result he is more argumentative. Marksmanship 1. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. Fast Reactions 1. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. He will argue a point forcefully and insistently even if his efforts are to no avail. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. Earth Equipment: Automatic pistol (Wounds 5. Cheat Death 1. Quick Recovery 1 Control: 4. He is a dependable character with a strong liking for the Doctor and his travelling companions. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. Driving 1. She is in love with Ian. His attitude towards the second Doctor. Quick Recovery 1 Control: 4. Mechanics 2. so if someone in a uniform tells him to do something. well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. walkie-talkie Strength: 5. he would rather be part of the action. Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Benton will jump his captor. SERGEANT BENTON Apparent age: early 30s Species: Human. As a UNIT sergeant. Running 1 Knowledge: 4. Stealth 1.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. Stealth 1 Size: 4 Weight: 3 Move: 3. Bureaucracy 1. Engineering 1. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. Ben is used to taking orders. Intuition 1 Ben is an arrogant. First Aid 2. Navigation 1 Determination: 4 Awareness: 3. Wilderness Law 1 Determination: 4 Awareness: 3. Brawling 1. but neither person seems to realize the truth. Marksmanship 3. Tracking 2 Benton is a charismatic. Precision 1. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. Lockpicking and Safecracking 1. Although he often accepts these tasks stoically. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. Range 4). Cheat Death 1. Con 2. First Aid 2. Brawling 2. often calling her Duchess. Ben has fair. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. although she tends to restrain her feelings: it is Ian who often speaks for both of them. He regards the Doctor very much as the captain of the TARDIS and treats him with respect. And if he cannot win by direct argument he will try to think of another way of achieving an objective. Running 1. Ben will probably do it with little argument. the Doctor finds this difficult to understand. Sailing 1. Ben gets on well with Polly. making it a very English relationship.

angular face. Wilderness Lore 1 Determination: 4. but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. Quick Recovery 1 Control: 5. Piloting 1. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. he rarely drives himself anywhere. Solidly built Benton has a squarish face. Range 4). Earth Equipment: Revolver (Wounds 5. Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. worldwide intelligence group that monitors and investigates alien threats. THE BRIGADIER Apparent age: late 30s Species: Human. He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. swagger stick. binoculars Strength: 4. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo. walkie-talkie. Lethbridge Stewart has a handsome. Marksmanship 2. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. He devises clear. good-humoured nature means he gets on well with the troops and low-ranking officers alike. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant. If it is inexplicable and alien. short black hair. He dresses in either a khaki uniform or combat fatigues. an independent. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger. Cheat Death 2. Command 2. He will often come up with another. Indomitable Will 1 Awareness: 4. Explosives 1. Bureaucracy 1. In spite of regular confrontations with the unbelievable. blue eyes and mid-brown short hair. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him. plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. 74 . complete with a light.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. he is usually accompanied by a driver or pilot. The Brigadier favours using an old-fashioned Webley pistol as his sidearm. Running 1 Knowledge: 4. although he greatly realizes the Time Lord’s usefulness. His practical. It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say. Technically he reports direct to UNIT’s main base in Geneva. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. He is courageous but not foolish. he is prepared to accept what the Doctor says is true. As an officer. Brawling 1. the Brigadier is still sceptical about the Doctor and space-time travel. a neatly trimmed black moustache and hazel eyes. First Aid 1. sand-coloured UNIT beret. Fast Reactions 1. Driving 1.

but somehow it has a habit of going wrong. Disguise 2. Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. however. neatly cut black hair. Running 1 Knowledge: 4. Cheat Death 1 Control: 3. Dodo maintains her child-like qualities. who has described him as a clumsy. grey trousers and black shoes. Women. which is framed by short. however. ham-fisted idiot. He appears disarmingly friendly. He typically wears naval club attire: a navy blazer. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. First Aid 2. Yet she acts as a welcome check on the hasty. Dodo has a roundish. Marksmanship 1. especially to the Doctor when it is time to be serious. fragile objects. even if there is a common aim. in Harry’s eyes. Earth Equipment: None Strength: 3. hazel eyes and short. Blue eyes twinkle out of Harry’s squarish face. pale blue shirt and naval tie. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. curly brown hair. She has a distinctive. smiling face. Science 1 Determination: 4 Awareness: 2. ill-considered actions of Steven Taylor and often prevents him from doing something foolish. rough London accent which makes her laugh seem rather throaty at times. Escapology 1. Perhaps Dodo’s most striking choice of clothes is the sleeveless. are precious. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying. Driving 1. does not seem to deter him: his strength is that he will keep trying until he succeeds. Confronted with the unknown. Harry is a lieutenant in the Royal Navy. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. She is easily scared by the unknown. Earth Equipment: Emergency medical kit Strength: 5. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. HARRY SULLIVAN Apparent age: early 30s Species: Human. The outfit was topped off with a floppy red peaked cap. She makes extensive use of the TARDIS’s wardrobe. low-cut bright red top with a central. Medicine 2. where he is a medical doctor. His good-natured and caring approach can. A duffel-coat seems to be all he needs to survive the harshness of cold climates. Musicianship (piano) 1. Screaming 2. Harry always tries to do what is best for his friends. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. Failure. 75 . thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. Brawling 2. Dodo typically wears sensible flat black shoes. Despite her startling adventures. Her almost ceaseless optimism can be irritating. Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous.

He usually wears a neat suit with shirt and tie. Marksmanship 2. his quick-thinking is a constant help when negotiating with other people. Brawling 2. awarded to him by King Richard I of England at the time of the Crusades. Blunt Weapons 1. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit. but he has a shrewd mind which is quite capable of tackling practical problems. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. Earth Equipment: Dirk (Wounds 4) Strength: 5. Jamie has no difficulty understanding how to use weapons such as blasters. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5. likeable face. Cheat Death 1 Control: 3. Outwardly an observer might notice only that they were good friends. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. Edged Weapons 2. Cheat Death 1 Control: 4. Unusually for one of the Doctor’s companions. Resourceful Pockets 1. hardy and full of fighting spirit. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. Edged Weapons 2. is quietly heroic: he might only boast of his exploits after an adventure has ended. He is close to fellow schoolteacher Barbara Wright. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. Jamie carries a weapon. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. Ian. but is ready to adapt to his environment and wear period clothes. a dirk which is usually stuck in the top of one of his long socks. The young highlander is tough. Science 1 Determination: 4. He acts nobly and defensively to help his friends and travelling companions. Mountaineering 2 Size: 4 Weight: 4 Move: 3. green eyes and short. Ian has a handsome. Driving 1. He is fond of the Doctor. He wears a kilt and sometimes a plaid. These qualities and his bravery do justice to his title of Sir Ian of Jaffa. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. Strong Passion (Barbara Wright) 2 Awareness: 3. He is more a fighter than a thinker. The Doctor’s actions sometimes puzzle Jamie. Jamie is a brawny youth with brown hair and blue eyes. 76 . particularly Barbara. Despite coming from a culture which uses muskets and flintlock pistols. although their relationship has developed only during their travels with the Doctor. His meeting with people from other worlds and times reveal that he has a ready wit. who cannot always work out what the Doctor intends to do. neatly cut brown hair. Acute Hearing 1. Running 1 Knowledge: 4. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. he rarely loses sight of his logic in an argument. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. Brawling 2. however. Although Ian is hot-tempered. although his upbringing means he is superstitious and largely ignorant of technology. JAMIE MCCRIMMON Apparent age: late teens Species: Human.

Serendipity 3. counterpointing the sometimes vague requests or statements of the Doctor. Although her placement is because of family influence. is a sweetie. Mathematics 2. Independent Spirit 2 Awareness: 3. and delivered in a rising electronic voice. Science 1. Stealth 2 Size: 4 Weight: 3 Move: 3. attractive Jo is a fully trained UNIT agent. Escapology 2. Cryptanalysis 1. Size 7. ‘Affirmative’ or ‘Negative’. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6. K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Precision 3. He communicates with his master by speech. rounded collars. Con 2. She is slightly scatterbrained and decidedly accident prone. The accuracy of his English can be quite humorous. First Aid 1 Determination: 2. Jo has a lovable. Regenerative Powers (circuits only) 3 Control: 3. Lockpicking and Safecracking 2. Jo has mid-length to long straight fair hair. Running 1 Knowledge: 4. quite simply. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. Armour 2). His responses are short. Keen Sight 2. and is eager to show that she can be of use when one of her specialities is needed. She wears fashionable clothes from the early 1970s: brightly coloured. baggy paisley or flower-patterned blouses with large. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. often with the best of intentions. she is quite competent in some areas. including their numbers and probable intent. blue-grey eyes and a cheerful. even though he may not be able to explain it simply. she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. Wounds 3 on stun) Strength: 3. For a robot. It is sometimes hard for some observers to believe that petite. his portable computer and doglike companion. Explosives 1. UNIT’s headquarters is considerably brightened by Jo’s presence. Earth Equipment: Lockpicks and skeleton keys. Acute Hearing 1. Computing 2. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. blaster (Wounds 7 on kill. The Doctor also cannot resist tinkering to repair or improve parts of 77 . Electronics 1. but her irrational or clumsy actions often have a habit of working out for the best. chunky rings Strength: 3. pleasantly attractive face. Special Immunity. Jo also tends to wear chokers. Acute Hearing 4. in effect. but invariably hinders him or disrupts his experiments. K9 can reliably store and recall data using his computer circuits. an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. Cryptanalysis 1. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’. Most noticeably. TARDIS 1 Determination: 6 Awareness: 4. K9 has an inquiring mind. miniskirts or crisply pressed flares and clumpy platform-soled boots. Marksmanship 3. He has been programmed with everything his inventor knows and can rapidly assimilate new information. Martial Arts 1. battery powered and capable of independent action and thought. Cheat Death 2 Control: 3. however. Radiation 1) with a weak point (neck. especially if forced extensively to use his blaster. She is ideal for wheedling supplies out of hardened quartermasters and the like. K9 is mobile. Always logical and precise. Striking Appearance 2 Poor Jo always tries to help the Doctor. Jo. Driving 1. Medicine 1. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be.DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human.

when they are questioned by someone. has long brown hair. his tail is a radio aerial. Driving 1. Leela appears to be in her mid 20s. Two curved antennas on his head act as tracking and audio sensors. however. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. ribbed link. A raised cowling on his snout conceals a blaster that has to be extended for use. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. doglike head is attacked to his body by a flexible. Archery 1. K9’s flat-sided. but a blinding explosion in The Horror of Fang Rock turned them blue. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. Independent Spirit 1 Awareness: 4. Wilderness Lore 3 Determination: 5 Awareness: 3. tancoloured hunting leathers and knee-length leather boots. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). Earth Equipment: None Strength: 3. Intuition 2. answering at the same time. Electronics 2. is meteorites. clever scientist who frequently proves she is more than a pretty face. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. tanned skin and typically wears hard-wearing. Iron Constitution 2 Control: 5. First Aid 1. Stealth 1 Size: 4 Weight: 3 Move: 3. Detective Powers 1. Originally called in by UNIT during the first Nestene invasion. Running 1 Knowledge: 5. about 50cm tall. She will often unintentionally contradict the Doctor. LIZ SHAW Apparent age: late 20s Species: Human. Stealth 2. physics and a number of other subjects. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. around which hangs a tartan dog collar. Cryptanalysis 1. Computing 2. A push-button control panel is located in the centre of his flat back. Her speciality. and she often takes independent and sometimes rash action against the advice of the Doctor. Janis thorn (fast-acting poison 5) Strength: 5. This primitive background means she is superstitious. Striking Appearance 2 Liz Shaw is an attractive. Acute Hearing 2.DOCTOR WHO — TIME LORD K9. she also boldly states whether something is within her capabilities. Her movements are catlike and betray her fierce background. She undertook research at Cambridge University and has degrees in medicine. 78 . She is quick to suggest killing an opponent as a way to get rid of him. Medicine 2. Poisons 2. Edged Weapons 2. she stayed on as the Doctor’s assistant. Disguise 1. and believes it is right to celebrate the death of an enemy. Tracking 2 Leela is a savage warrior of the Sevateem. Striking Appearance 2. tough leather body armour (Armour 3). Her warrior training has made her ruthless and fearless. She initially had brown eyes. Leela asks direct questions of the Doctor and other people. K9 is ingot-shaped. Science 2 Determination: 4. although her adventures with the Doctor mean she is slowly believing less in magic and more in science. Linguistics 2. His visual circuits are protected by a red panel running across his forehead. K9 can issue printed reports using the hard copy output located in his mouth. 80cm long at the base and built out of a grey metallo-plastic. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. leaving him out of action and in bits in the TARDIS. Cheat Death 2 Control: 4. Acute Hearing 1. Keen Sight 2. Running 1 Knowledge: 2.

Mel’s long. When she is calm. Law 2. Because she is strong-minded. Command 2 Awareness: 3. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. Cheat Death 2 Control: 5. Stealth 1 Size: 4 Weight: 3 Move: 3. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. Earth Equipment: None Strength: 3. She is quick-witted and will make the most of any opportunity presented to her. Mel has a thin face and dark green eyes. Marksmanship 2 Size: 4 Weight: 3 Move: 3. Electronics 1. She is truthful. Medicine 2. In spite of her nervous nature. Her brilliance is sometimes overshadowed by the Doctor’s own genius. NYSSA Apparent age: early 20s Species: Human. Traken Equipment: None Strength: 3. Fair hair. Con 1. qualities that suit her computing work in 20th century England. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses. MEL (MELANIE) Apparent age: early 20s Species: Human. and a mid-blue top with white polka-dots and pleated tails. TARDIS 1. Computing 2. When she is excited. Gymnastics 1. Eloquence 1. Screaming 1. Mel always seems to be bounding with energy. Computing 1. Running 1 Knowledge: 5. floppy-brimmed hat. Cheat Death 2 Control: 4. educational experience. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. Her favourite colours appear to be pink. honest and very trusting. is that she has a memory like an elephant’s: she does not forget information or details. Cybernetics 2. as does her tendency to wear candy-coloured clothes. Detective Powers 2. she and the Doctor make a formidable research team. as the Doctor says. She is imbued with the peace-loving and noble nature of her father. Pseudoscience 1. Temporal Science 1 Determination: 4. Acute Hearing 1. Liz becomes quite serious and intense when she has a scientific problem to unravel. Dancing 1. A matching bow in her hair completes her outfit. As a fitness fanatic. making it sometimes difficult to tell whether she is happy or scared. Running 1 Knowledge: 4. voluminous short coat for outside wear. Dancing 1. flat white shoes or boots. Bureaucracy 2. Her outfits are rounded off by knee-length white boots. First Aid 1. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. Science 2. Eloquence 2. but Liz also has a tendency to wear outrageously fashionable clothes. Screaming 2 Mel is a tireless reformer of people. She typically wears white sacks with navy polka-dots. She is quite bright and inventive. a black. Astrogation 1. the one making up for the shortcomings of the other. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. and a white.DOCTOR WHO — TIME LORD Together. Her other great quality. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. Science 1 Determination: 4 Awareness: 3. Electronics 2. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. She has subjected the Doctor to a fitness programme. she can seem squeaky-voiced and anxious. she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. which accounts for her belief that there is good in all things no matter how evil they 79 . curly red hair makes her distinctive and easy to spot in a crowd.

Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens. and high-heeled shoes. Rather than plan her actions. Bioelectronics is Nyssa’s speciality. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. Her father’s form has been usurped by the Master. narrow oval face. Although she is quiet and thoughtful. Peri has an oval face. Striking Appearance 2 As an American botany student. aristocratic. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. Running 1 Knowledge: 4. Nyssa can be provoked into action when those she cares for are endangered. wavy auburn hair. Intuition 1. She quickly gets fed up with places and people if they have no interest for her. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process. Stealth 1 Size: 3 Weight: 4 Move: 3. Like Tegan. Her adventures with the Doctor have given her an enviable tan. Screaming 2. brunette hair. Her youthful. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier. a field of knowledge which she has been able to develop with the help of Adric. hazel eyes and shoulder-length straight.DOCTOR WHO — TIME LORD might seem. 80 . tight-fitting trousers of the same material. Peri has an inquiring. All of her bright. Loyalty and a sense of right and wrong are some of her strongest traits. Her trust in the Doctor is absolute. blue-grey eyes and long. Cheat Death 2 Control: 3. scientific mind. and she started travelling with the Doctor in the hope of restoring her father to his former self. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. Earth Equipment: None Strength: 3. Her technical background means she sometimes lapses into incomprehensible scientific speech. Nyssa has an attractive. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. at which point she becomes nervous and edgy. She prefers to let other people act and interferes only if they get nowhere. whose mathematical abilities have enabled her to solve problems that were once beyond her. often resorting to bitter sarcasm to make it known that she is unhappy. a wide smiling mouth. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. Independent Spirit 2 Awareness: 3. Science 2 Determination: 3. None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. summery clothes usually clash with the Doctor’s outrageous outfit. Peri relies on intuition and instinct.

but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. Regenerative Powers 3 Control: 4. Once she has plucked up courage. is a good friend and he and Polly often tease each other. she will face stoically: it takes something really horrifying for her nerve to crack. although she does not protest at being assigned such a role. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. Computing 1. Running 1 Knowledge: 5. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. Ben Jackson. Riding 1. Sleight of Hand 2. First Aid 2. Temporal Science 2 Determination: 5 Awareness: 3. She is a poor judge of character. and can be quite gullible if she is told something that she does not already know. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. First Aid 1. She continues this clown-like behaviour on her travels with the Doctor. Her employer describes her as a cracking typist. Science 1 Determination: 4 Awareness: 3.DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human. Screaming 1. Marksmanship 2. Eloquence 1. That said. Stealth 1 Size: 3 Weight: 3 Move: 3. She will often analyse the personality defects of a person out loud in an almost offhand way. She knows where to find the top night clubs and regularly goes to The Inferno. Electronics 3. Bureaucracy 1. she can happily turn her hand to repairing old electronic equipment. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine. She typically wears above the knee dresses. Polly has an inquiring. which is where she met fellow companion Ben Jackson. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. Whatever difficulties she gets in. She is easily scared by monsters and will often scream when one surprises her. the hottest night spot in town. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. Cheat Death 2 Control: 3. large earrings and heavy eye makeup and looks quite a dolly bird. Pseudoscience 3. MacGuffin 2. despite his rough nature and background. To Romana. 81 . Iron Constitution 2. Earth Equipment: None Strength: 3. Haughty and aloof by nature. Science 3. Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. Stealth 1 Size: 4 Weight: 3 Move: 3. Screaming 2. sharp mind and a humane view of life: she is shocked by killing. often not seeing beneath a dishonest facade. Much of the time the people she meets treat her as an attractive coffeemaker. Cheat Death 2. however. Her face is heart-shaped with strong cheekbones. however. TARDIS 2. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. Running 1 Knowledge: 3. Cryptanalysis 1. she is prepared to argue and ask questions. Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. Dancing 2. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background.

The change has brought out the lighter. First Aid 1 Determination: 5 Awareness: 4. she wears more practical apparel. Iron Constitution 2. Resourceful Handbag 1. she has retained her intelligence and scientific interests and abilities. Escapology 1. wavy hair and blue-grey eyes. more frivolous side of Romana’s nature. Her round. well-tanned face make her almost classically Grecian in appearance. Stealth 1 Size: 4 Weight: 3 Move: 3. First Aid 1. making her nearer to the Doctor in temperament. Earth Equipment: Capacious handbag Strength: 3. Regenerative Powers 3 Control: 4. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. Bureaucracy 1. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. inquiring mind. straight fair hair. Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. She is an investigative journalist with an intelligent. inadvertently stumbling across the occasional menace to Earth’s safety in the process. Running 1 Knowledge: 4. She has long. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. Stealth 1 Size: 3 Weight: 3 Move: 3. and a sailor’s outfit with a straw boater. Cheat Death 2 Control: 4. She will happily disobey the Doctor to pursue her own line of investigation. Computing 1. however. Among her outfits have been a pink parody of the Doctor’s clothes. Running 1 Knowledge: 5.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. Serendipity 1. including a long white scarf. sometimes taking on more than she can really cope with. smiling face and impish blue eyes make Romana more approachable in her second incarnation. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. MacGuffin 2. Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. auburn. Science 3. In her first incarnation the 140-year-old Time Lord has long. Bureaucracy 1. SARAH JANE SMITH Apparent age: mid 20s Species: Human. She is still worried. Driving 1. Pseudoscience 3. Screaming 1. Marksmanship 2. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. Cheat Death 2. especially when she believes she excels in a topic that the Doctor is weak on. In spite of the change. a schoolgirl’s outfit. which leaves her 82 . Cryptanalysis 2. Sleight of Hand 2. And she will try to tackle any task that she believes she is the equal of any man at doing. Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord. Electronics 3. Temporal Science 2 Determination: 5. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3. while on Earth with the Doctor she often pursues stories as a freelance. Although she constantly changes her clothing. such as making the tea or tidying up. however. TARDIS 2. Independent Spirit 1 Awareness: 3. Con 1. a regeneration she went through on a whim rather than out of necessity.

He is something of a sceptic and tends only to believe that which he can confirm himself. She often makes up for lack of skills by tackling a problem enthusiastically. is plucky and will try to extricate herself from difficulty on her own. Piloting 2. Marksmanship 1. Computing 1. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing. such as a stiff-looking fawn corduroy suit.DOCTOR WHO — TIME LORD feeling quite indignant. self-confident nature seems impervious to criticism. however. heart-shaped faced is framed by mid-length black hair. or errs on the side of tastelessness. such as a brown. Astrogation 2. Quick Recovery 1 Control: 4. STEVEN TAYLOR Apparent age: late 20s Species: Human. mid-length skirt and thick woollen pullover. whose easy going. for more expected adventures she resorts to wellington boots. who snaps rejoinders for Steven to call him by his proper name. although she becomes quite despondent if she fails. when she is on the point of giving up. the Doctor will goad her onwards. cream and orange striped turtleneck top and brown slacks. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. Pain Resistance 1. At one time she might wear a matching trouser suit. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. Lockpicking and Safecracking 1. Such an attitude makes Steven seem blunt and tactless. Steven rarely takes anyone’s statement at face value. A handsome man. Edged Weapons 1. Brawling 2. His rashness is tempered only by the extremes of a situation. resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. His habit of calling the Doctor ‘Doc’ irritates the Time Lord. Stealth 1 Size: 3 Weight: 4 Move: 3. First Aid 1. however. or by the intelligent reasoning of a companion such as Vicki or the Doctor. Wilderness Lore 2 Determination: 4 Awareness: 4. Driving 1. Striking Appearance 1 Steven Taylor is an adaptable. for example. she has blue eyes. Steven is strong-minded enough to make deliberate insults to a person’s face. On the planet Mechanus. 83 . Escapology 1. Steven has strong features and neatly coiffured light-brown hair. Leaping 1. although any slights are usually unintentional. Steven irrationally rushed back to save his panda mascot. Whatever he picks is slightly unfashionable. Running 1 Knowledge: 4. Sarah. Earth Equipment: Panda mascot Strength: 5. an action that almost cost him his life. His self-confidence often does not make up for a lack of foresight in planning or poor timing. typically brown with wide lapels and even wider flares. He is almost smug when he has information that no one else has discovered or worked out. This seems to have no effect on Steven. if he has no one to back him up. a bright yellow waterproof coat. Sarah’s clothes range from the fashionably smart to the downright practical. She protests heartily at any hardships. Her attractive.

Cheat Death 1. however. flat shoes and an assortment of plain or striped tops. Tegan has short auburn hair. yet shows a shocking ignorance in others. She is brilliant at some subjects. Regenerative Powers 3 Control: 4. First Aid 1. Susan typically wears stirruped. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. She distrusts Turlough mainly owing to what is. Acute Hearing 2. and her impulsiveness can sometime lead to misfortune. hazel eyes and an attractive face with a strong jaw-line. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. his shifty behaviour. in her eyes. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. especially if the Doctor seems to be doing nothing to resolve a problem. short skirt and hat. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. have a distant. Despite her independent spirit and unwillingness to be forced into roles that demean her. however. although she sometimes realizes the full implication of what she is involved in and becomes afraid. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. TARDIS 1 Determination: 5. Stealth 1 Size: 4 Weight: 3 Move: 3. Earth Equipment: None Strength: 3. Running 1 Knowledge: 6. Running 1 Knowledge: 4. irrational and upset. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. narrow slacks. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. Marksmanship 1 Size: 4 Weight: 4 Move: 3. Susan is too young to know much about the universe. When she is not unbalanced by fear or a sense of panic. always ready to leap into action. For forays outside the TARDIS she has a short. Susan rarely has a clear plan of action. Artist 2. and often displays a good sense of initiative when opportunities present themselves. Like the Doctor. she is a bright and cheerful woman. thereby bringing hardship on herself and forcing her companions to help her. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. She is an active companion. Tegan continued to wear her lilac stewardess’s jacket. she is an improviser. Her dark eyes. Generally. Computing 1. TEGAN JOVANKA Apparent age: mid 20s Species: Human. slightly disturbing look about them. Her immaturity sometimes shows when she behaves childishly or selfishly. First Aid 1. She is in her early twenties. Driving 1. Iron Constitution 2. framed by her arched black eyebrows and shock of unruly black hair. cotton print dress in bright irregular splashes of colour and red court shoes. Independent Spirit 1 Awareness: 3. 84 . but not once he is free of the Guardian’s influence. Science 1. Susan is resourceful and inventive. TARDIS 1. In human reckoning she looks to be about fifteen years old. Even for a Time Lord. During her initial adventures with the Doctor. Cheat Death 2 Control: 4. Con 1. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed.DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. Temporal Science 1 Determination: 3 Awareness: 4.

whose brash. Earth Equipment: None Strength: 2. Science 2. Iron Constitution 1 Control: 4. however. Stealth 2 Size: 4 Weight: 3 Move: 3. Running 1 Knowledge: 5 Determination: 3 Awareness: 3. a Mesos triangle on his upper left arm. direct nature conflicts with Turlough’s detached. Turlough has short. to let other people get on with a task.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. His determination to keep his background a secret gives him a furtive. Stealth 2 Size: 3 Weight: 4 Move: 3. might give away his criminal status to someone if Turlough were careless enough to reveal it. VICKI Apparent age: mid teens Species: Human. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. and easily terrified by alien monsters. He is reluctant. exile Equipment: None Strength: 4. from which she was rescued by the Doctor. TARDIS 1. landing herself in trouble. Command 2 Awareness: 4. and will become sulky or even wander off to find something else to do. 85 . His attitude often causes conflicts with Tegan. Animal Empathy 1. The Doctor’s best opinion of her would be as a foolish child. Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. grey shirt with a wing collar. Because Turlough comes from an advanced culture. and will often accept people for what they say they are. ginger hair and blue eyes. Her spaceship crashed on the planet Dido. a black tie with fine yellow stripes and black shoes. One mark. but is really a Trion who has been exiled to Earth. although he would be concerned if she went missing. Bargaining 1. he is slightly contemptuous of the primitive people of 20th century Earth. Driving 1. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. Pseudoscience 1. Turlough is quite capable of taking decisive action when it is needed. Running 1. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. Her youth and naivety mean that she is easily taken in by other people. calm approach. Because she is so young. his behaviour is attributable to a desire to find a calm and rational answer to a problem. He typically wears the uniform of his public school: black blazer. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. He would rather use charm to make a person to see his point of view than argue heatedly. Vicki has one great weakness: she is absolutely terrified of heights. Despite her weaknesses and childish behaviour. Computing 1. He is scrupulous in his efforts to keep the brand hidden. Such odd behaviour can also be attributed to his original patron. She is bright but seemingly innocent. about being pushed into things that he would rather not do. Cheat Death 2 Control: 4. too. Transmat 1 Determination: 3. Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. Swimming 2 Knowledge: 6. She lacks the patience. Ian and Barbara. mysterious air. Cheat Death 1. the Black Guardian. Con 1 Turlough appears to be a normal Earth male in his mid to late teens. Astrogation 1. waistcoat and trousers.

and tends to faint at horrifying sights or to scream in terror. Piloting 1. a fellow traveller. Marksmanship 2. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. Command 2 Awareness: 4. CAPTAIN YATES Apparent age: early 30s Species: Human. She has a round face. Brawling 1. Running 1 Knowledge: 3. Screaming 3. He will get the job done competently and conscientiously. Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. He is a typical young army officer: bright. Blunt Weapons 1. Earth Equipment: Automatic pistol (Wounds 5. Victoria wears full Victorian dress as appropriate to her standing. however. Eloquence 1. and has even dressed as a medieval page boy during her adventures. Stealth 1. VICTORIA WATERFIELD Apparent age: late teens Species: Human. she does borrow form the TARDIS’s wardrobe. In return. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. For all his loyalty and his experience. Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. however. long socks and sturdy boots.DOCTOR WHO — TIME LORD Vicki has a youthful. When he was killed by the Daleks she joined the Doctor on his adventures through time and space. and her upbringing means she is modest in behaviour and dress. Leaping 1. Wilderness Lore 1 Determination: 3. Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. Electronics 1. walkie-talkie Strength: 4. He is a stickler for form except when he is off-duty or on undercover assignments. Earth Equipment: None Strength: 3. Such an outfit. blue eyes. he reassures her and acts protectively towards her. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce. is too bulky to allow the Doctor free movement in the TARDIS’s control room. Running 1 Knowledge: 4. and mid-length dark hair. By nature he is restless and does not like sitting around doing nothing when something should clearly be done. Science 1 Determination: 3 Awareness: 3. although he seems to lack the imagination and foresight that would make him a 86 . Driving 1. but much of what he knows is familiar. She is a small girl in her late teens. however. Cheat Death 1. however. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder. In her initial travels with the Doctor. At time. Bureaucracy 1. with an ability to get on well with his men and his senior officers. She is a demure young lady. but he is best in a support role or when leading men against other men. Mechanics 1. roundish face and mid-length fair hair that she sometimes wears in twin pony tails. Quick Recovery 2 Control: 4. well-spoken and charming. Jamie McCrimmon. Range 4). She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. Mike Yates presents a dashing figure. is someone she can understand: he comes from a slightly more primitive time than she does. She tends to tease him to get him to do things he might ordinarily balk at. jacket. Left to his own devices he can cope with most situations.

Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. Electronics 1. primitive ones. Despite her small. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. searching questions to further her knowledge. simply infuriate her. both edged with broad. 87 . In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. and black plastic boots. Computing 3. handsome face. ZOE Apparent age: late teens Species: Human. childlike frame and features. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. mid-brown hair. Mathematics 2. Martial Arts 2. with a narrow. and will ask pertinent. Computers seem almost like toys to her owing to her ability to quickly work out programs in her head. Zoe typically wears futuristic clothing. Robotics 1. Earth Equipment: None Strength: 3. Thick. Screaming 1. sparkly Emma-Peeler catsuit and white. Piloting 1. Zoe is a product of the Earth of the early 21st century. Zoe is keen to learn about items and processes she has not come across. Astrogation 2. Temporal Science 1 Determination: 4 Awareness: 4. Zoe is tough and quite able to defend herself. Photographic Memory 2.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. blue eyes and short. capable leader. Stealth 1 Size: 4 Weight: 3 Move: 3. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. pink scallops. Her round. such as a dark. pointed ankle-boots. such as the ones of 20th century Earth. or black plastic miniskirt and short-sleeve jacket. Running 1 Knowledge: 4. He is an able second who benefits most from working under a strong. dark make-up. Cheat Death 2 Control: 4. Intuition 1. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. Science 2. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. Yates is slimly built.

and to detail them all in terms of the TIME LORD rules would warrant a book on its own. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game. the replicant. particularly the Daleks and Cybermen. 88 . Where doubt about abilities has arisen. When different backgrounds conflict. Brawling 2.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. robots fabricated from plastics and given crude human features. The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. therefore. but Autons have not been known to use this setting. It is inevitable that some people’s favourites will be missing. If any referee wishes to make certain monsters tougher or weaker than they appear here. It is possible. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. Replicant Autons are indistinguishable from the real person and can think for themselves. Some enemies. They are not a succession of monsters to be blown away by trigger-happy companions. he should feel free to do so. Disguise 2 Autons are the mindless slaves of the Nestenes. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. They look like shop window mannequins. Armour The resilient plastics body of an Auton counts as full Armour 8. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. they have the physical strength of an Auton and the mental powers of their subject. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. the statistics are for warriors of a particular culture. if possible. and can pass for humans when they are dressed appropriately and given face masks. but it should be easy enough to create them. Each one embodies part of the Nestene intelligence. but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable. The aliens presented here. An Auton inflicts 2 Wounds if it strikes with its fists. Special Immunity (bullets) 2 Control: 2. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. just as humans do. TIME LORD uses the most consistent one or fills in a few details! The referee should. The aliens presented here are also only typical of their types: in most cases. remember that aliens are full characters. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. In addition. for example. have changed considerably since their first appearances in the DOCTOR WHO series. especially as far as combat goes. and make sure that they convey the full menace of their television counterparts. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. Role-play them convincingly. are of necessity a selection of old and recent enemies. a group mind that in parts can control individual Autons and report back to the mental core. Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill. can be made using the mind print of a person. are those that appeared in The Moonbase and The Tomb of the Cybermen. Wounds 3 on stun). Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. for example. At all times. lumbering movement that can betray their true identity. A sophisticated version of the basic Auton. it inflicts 3 Wounds when set to stun. Feel free to add or remove abilities to create specialists. because the bullets are absorbed. Autons have a characteristically jerky.

and plastic flowers made to spray suffocating films in people’s faces. Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. plastic dolls or cables animated to strangle them. the intelligence inflicts 5 Wounds on its target unless that person can break free. Armour The thick. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. Each round after a successful grappling attack has been made. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6. Whoever the intelligence takes over. it imbues with its ability of Hypnotism (but only at the agent’s Determination). Control and Move. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. seeking out suitable planets to colonize.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet. rubbery skin of the corporeal form has full Armour 7. Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. Brawling 2. When it finds one. Weapons In its corporeal form. Weaknesses Like its Auton subjects. The intelligence travels through space. Control 3 and Move 1. 89 . The intelligence needs to destroy any native population in an area so it can materialize in complete safety. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus. Inflatable chairs can be made to suffocate people. it is immobilized. Plastics objects vary in Strength. the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. but are typically Strength 3. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. All count as attempts to suffocate the defender.

are essential to the survival of the Cybermen. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. Expeditions are led by a Cyber Leader. The once human inhabitants of their home planet. Iron Constitution 2. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. because the Cybermen can increase their numbers only by converting suitable subjects. with only circular holes where eyes should be. discovered time travel).like unit on their chests. Because their weak. a process of physical replacement and mental conditioning. the bulk of it travels in cryogenic silos from which it must be awakened. With no lip movement and no body language to observe. however. Mondas. Cybermen can discharge part of their internal power to stun an enemy. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. Cybernetics 1. Their lack of fear makes them terrifying warriors to encounter. 90 . Human bodies. in order to become Cybermen. The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas. Instead of ears. Computing 1. without which they have become creatures of pure logic. a Cyberman has antennas that emerge from the side of its head and connect to the top. which inflict 6 Wounds. disease. Cybermen are disturbing simply because of their sheer inhuman behaviour. Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. with metal or plastic parts. Marksmanship 2. Hydraulic pipes run over their flexible metal skin and into the accordion. about 2. pity. Cybermen look just silver-coloured metal men.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. twangy electronic voice: their speech circuits are incapable of inflection. which had returned to its home solar system. the leader of the Cybermen. patrols are headed by a Cyber Lieutenant. tubelike weapon clips onto the base of the chest unit. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships. Science 1 Determination: 7. cold) 3 Control: 3. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. because they do not need to breathe. just clinically logical in their actions: they have no concept of fear. fist (Wounds 6). Their faces are impassive metal masks. fleshy frames have been replaced. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. owing to their scientific advances. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. however. their scientists eliminated what they saw as imperfections in their brains: emotions. In addition to their hard. Explosives 1. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. as yet. Captured humans are cyberized. developed the science of cybernetics to the extent that they could replace every part of the human body. radiation. The solid. The optical units can be switched to see into the infra-red spectrum. metal fists. forces Cybermen into hibernation. They became Cybermen. Special Immunity (heat. Extreme cold. Eventually. except the brain. Cryptanalysis 1. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas. The chest unit also houses communication equipment and a light. Wounds 4 on stun). Cybermen speak with a perfectly flat. Cybermen are preternaturally strong. Indomitable Will 1 Awareness: 2. especially considering their resistance to most other species’ weapons. seldom leaves their adopted home planet of Telos.1 metres tall. They are completely immune to vacuum. where a small metal grille conceals a heat-exchanger. and a harsh slit for a mouth. Whenever an invasion force of Cybermen travels through space. These Cybermen have Knowledge 7. joy or cruelty. The Controller. Precision 1. Tracking 2 Cybermen are neither evil nor good.

therefore. 91 . The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. injects Wounds 4 poison). Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish. The Wounds inflicted count only as an increased difficulty against the target’s Move. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. two antennas. which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. Cybermen are always mobile. A cybermat’s bulbous head has two large white eyes. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. Gold counts as a fast-acting poison. shooting both out will deactivate but not destroy the creature. The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. for the first six hours after activation because their Strength automatically beats the difference for the first five hours.exchanger. It has a range of 1 area. where they secretively destroy materials and personnel. These vary in effectiveness. it injects one of two types of venom. Instead. they have full Armour 9. depriving the base of any materials that might be used against the Cybermen. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. They are about 50 centimetres long and built from flexible metal segments. but only paralyses its target. causing the Cyberman to seize up. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat. Cybermats typically move through the service tunnels and ventilation ducts. cream-coloured tentacles which brush the ground. The one used against the Cybermen in The Moonbase would be Wounds 4. with a rate of decay of 1 an action turn. The most commonly used venom is a neurotoxin. Cybermats can emit a weak energy bolt from their eyes. Marksmanship 1. Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. Wounds 5. and a frill of short. energy bolt (Wounds 4. Cybermen employ these small. Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. if the Cybermat’s bite gets through armour. semi-intelligent robots to infiltrate enemy bases. Weapons A Cybermat’s main weapon is its poisonous bite. inflicts 4 Wounds. Leaping 2.

the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. revenge and cruelty. Robotics 1. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers. Dalek armour is shaped like a pepper pot about 1. Iron Constitution 2. Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. multi-tentacled mutant about 60 centimetres across. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race. slab-sided part is covered in large hemispherical nodules.5 metres tall. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. an abnormally intelligent mutant specially bred for the purposes of leadership. Robotics 1. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form. which can travel to a limited extent through time using taranium-powered machines. Indomitable Will 2 Awareness: 2. Special Immunity (radiation) 2 Control: 1. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. Gloating 1. Science 1 Determination: 6. They have cream and gold armour and are led by the Emperor Dalek. Cryptanalysis 1. Iron Constitution 2. The Supreme Dalek is also known as the Black Dalek. they have lost the powers of intuition and inspiration. Command 2. Explosives 1. The Dalek creature itself is a hideous. The harsh. owing to its incredible will to live and a murderous desire to kill. Cryptanalysis 1. It is as dangerous outside its protective shell as it is inside. Science 1. grating voice box enunciates individual syllables: the word exterminate. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. The lower. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. leaving them only with strong emotions such as hate. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds. Ogrons are particularly favoured because they are stupid but loyal. Computing 1. Although Daleks are linked into a communication network. Explosives 1. for example. Temporal Science 1 Determination: 6. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. 92 . They are utterly ruthless. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. the values of Control 1 and Move 2 are those of its armour. Command 2. Gloating 2. comes out as ex-ter-min-ate. Their conversation tends to be along the lines of: ‘Exterminate’. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. Both factions use other species to compensate for their limited mobility. green. Time is no longer a barrier to the Daleks. they also have the power of speech through a builtin electronic voice box.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. human mercenaries are used reluctantly because they are by nature treacherous. The mutant itself has Control 4 and Move 1. he must be exterminated’ and ‘Halt or you will be exterminated’. Computing 1. ‘The Doctor is an enemy of the Daleks. A single eye-stalk juts out of its domeshaped head. because its armour is coloured black. Indomitable Will 1 Awareness: 2. especially in dangerous environments. Special Immunity (radiation) 2 Control: 1. Daleks are divided into two warring factions: pure strain and Imperial Daleks.

There is no known cure. princes of Draconia have a green sash with a green gemstone. cannot see. it is possible to squeeze a human into the armoured shell. Draconians have tall.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. Armour 6 and Strength 4. Armour A Draconian’s tough. 93 . he saved them from a deadly plague for which he was made a noble of Draconia. Science 1 Determination: 5. A Dalek with a disabled eye-stalk. DRACONIANS Weapons: Blaster (Wounds 6 on kill. and to do so is a tremendous breach of etiquette. green scales spread up from the neck. the third Doctor averted a potentially catastrophic war between Earth and Draconia. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. First Aid 1. Flowing green and gold robes cover their scaly green bodies. In Frontier In Space. providing protection of Armour 3. The armour houses and protects a Dalek’s power plant. and pointed. Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. Draconians speak with a harsh. Yet they are honourable: it is virtually unheard of for a Draconian to break his word. blue sash. they do not injure the creature inside. ‘My life at your command. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. Their brown faces are elongated with a black forked beard. slightly sibilant voice. whose court is on their home planet of Draconia. with an attack period of 24 hours. ornamental wings curve from the robes at the shoulders. for example. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. scaly skin counts as tough leather full armour. In many ways they think and act like humans. both of which are Size 6. Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. pointed ears and the back of the head. The Draconians are ruled by an emperor. Draconians of rank should be greeted with the words. they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. Wounds 4. pointy heads topped by a small crest of green scales. round the ragged. Their talon-like hands inflict 2 Wounds. and it takes much provocation for the Draconians to breach their treaties. Computing 1. The Doctor has twice helped the Draconians. Astrogation 1. Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm.’ Draconians are as civilized and as scheming as the next alien. if these are removed. they often underestimate their enemies. Command 1 Awareness: 3. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. Attacks against these weak points only disable the respective part of the Dalek.2 metres tall. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9. About 2. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. At the time of the fifteenth emperor. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. the blaster paralyses an opponent. battle computer and life-support systems. Marksmanship 1. When set to stun. His rank is denoted by a large blue gemstone on a broad. Daleks are supremely arrogant and overconfident.

Command 2. is now a deathly white. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans. its lips. Poisons 2. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. they have become creatures of instinct. the one with the greatest powers. Brawling 2 Size: 3 Weight: 5 Move: 3. Weapons The sharp claws of a Haemovore inflict 4 Wounds. Fenric. Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. Its skin.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. Although it still has the power of speech. Swimming 2 Knowledge: 6. in the far future. its voice has become harsh and sibilant. the first of the Haemovores has by far the greatest powers. too. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. Much of their power for rational thought. a new Haemovore loses the power of speech and communicates through telepathy. Each community is led by the oldest present Haemovore. otherwise they have no particular weakness. and Fenric’s physical form was again destroyed. The creatures live in small communities in the depths of the oceans. and its fingernails. Known as the Ancient One. however. Limited Telepathy 2. Limited Telepathy 1. long talons. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. barnacle-like growths. becoming encrusted with white. 2. changes: it puffs up and turns pale blue. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. Although the Ancient One perished. an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery.2 metre tall creature of like power to the Ancient One. A millennium or two of mutation produces the final form: a broadly built. At first. has gone. Armour A Haemovore has no natural armour. 94 . Science 1 Determination: 5. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. In time. however. a full red. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans. a newly created Haemovore resembles the person it once was. those of the Ancient One inflict 5 Wounds. Its skin. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox. man poisons the Earth. Quick Recovery 2 Control: 2. but is protected against certain attacks by its Psychic Shield. the Haemovores may yet again rise from the depths. as the chemical mutation passed on by its creator takes hold. or in wrecks and caves on the seabed. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5. Fuse Metal 1.

Command 1. performing much the same role as silicon does in Earth technology. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. arid environment. Pain Resistance 2. Pain Resistance 2. Gloating 1. communication is automatic. The Ice Warriors have a long tradition of expansion by military conflict. Wounds 4 on stun). Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. and their solutions to problems are usually direct and violent. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field. however. is heavily based on trisilicate. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. Acute Hearing 1. Bureaucracy 2. a mineral that is abundant on Mars and which they are eager to exploit sources of. Science 1 Determination: 6. Their technology. Law 1. Indomitable Will 1 Awareness: 3. which creates a psychic barrier that they cannot penetrate. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone. Brawling 2. against bullets. Robotics 1. Engineering 1. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. the creature must beat the difference. Acute Hearing 1. Trisilicate is the material used in their electronic circuits. Wounds 4 on stun). Yet they are capable of great subtlety. performing the role of diplomat or expedition leader. Computing 1. with a difficulty equal to the distance in areas. Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. Limited Telepathy allows communication only between other telepathic creatures. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. 95 . harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. blunt weapons and edged weapons. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. Marksmanship 1. Electronics 1. Special Immunity (cold) 2 Control: 3. Ice Lords are the officers. Mechanics 1. At a number of areas less than the total ability of the telepathic creature. at ranges greater than or equal to the ability. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. but useless against as passive attack such a poison gas. therefore. Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. Special Immunity (cold) 2 Control: 2. It is effective. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Bureaucracy 1.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves.

A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. It uses sonic energy. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). Size 7 target. At the top of the sphere. a small column topped by a broad. the Mechanoids have largely been forgotten. sensors and its weaponry. however.2 metres tall. at others. Computing 1. Tufts of fur stick out from the joints in their green armour. Engineering 1. Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw. At one time the Martian empire has been part of a federation of planets that has included Earth. not war. On the planet Mechanus. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. however. ridged limbs and helmet make them look as if they belong to an ancient civilization. A narrow metal band runs round the middle of the robot and houses the two. their breathing sounds laboured. the Ice Warriors have been bent on the domination of Earth. and the commands needed to gain access to the beautiful cities they create lost by man. every 5 degrees centigrade above this increases the difficulty by one. dry climates so they are particularly vulnerable to humid heat. and precede and finish their simple commands with spoken binary sequences. angular sphere on a low circular base. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth. Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. horny carapace and helmet count as full Armour 9. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. slender metal feelers that the Mechanoid uses to operate machinery. Seemingly betraying a reptilian background. and at 2 to 2. A Mechanoid is about 1. electronic voices. are used to repairing each other. but it is a sterile existence. even when silent. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. Their armoured. 96 . Mechanoids. Ice Warriors are used to cold. frozen in a glacier. Mechanics 1. both types have heavy pincers. Such prisoners will be well catered for. Armour An Ice Warrior’s green. When anyone encounters a Mechanoid city. Alpha Centauri. The metal triangular panels that comprise its outer skin conceal circuits. they are clearly alien. and have infinite patience to rebuild their work should it be destroyed. an Ice Warrior inflicts 5 Wounds. Ice Lords are slightly built versions of the Ice Warriors. Electronics 1. At the end of every action turn during which the ambient temperature difficulty is 5 or more. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. When striking with its claws. Ice Warriors are a political species and able to recognize that negotiation. scaly carapace. the Ice Warriors speak in low. without the heavy carapace. The heat does not inflict any Wounds. the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. Instead of hands. Mechanoids have grating.7 metres tall and looks like a multi-faceted. is sometimes the answer to conflict or the advancement of their civilization. This gap counts as an Armour 3.DOCTOR WHO — TIME LORD Like humans. however. sibilant tones. Robotics 1. Arcturus and Peladon. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. Constructed during the first few years of Earth’s expansionist period. Science 1 Determination: 6 Awareness: 3. Ice Warriors tend to move slowly and deliberately. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1.

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

A Movellan’s resilient body is equivalent to full Armour 6.

The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.


Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.


Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

The natural leathery skin of a Sea Devil counts as full Armour 6.

The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.


There are colonies of Silurians all over the Earth. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. It counts as a fast-acting poison. their splayed feet have three toes and their three-fingered hands end in talons. which is poisonous to them. forcing the Silurians into a sleep of many thousands of years. however. It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. and the top of their heads are ridged and crested. is most often provided by security guards or soldiers: whether the guards are 100 . Wounds 5. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. First Aid 1. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies. Wounds 3 on stun). resulting in a deep. their underwater counterparts who were also forced into hibernation. round and almost sucker-like mouth is not suited to human speech. where they went into hibernation. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment. Science 1 Determination: 4. where he encounters all types of people. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6. although their first given name has stuck. A collar of rough skin falls down to their shoulders. Silurians are dismayed that man. but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. warbling voice. They once ruled the Earth at the time of the dinosaurs. when apes were considered as unintelligent playthings. First Aid 1. Computing 1. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. never happened: the planet went into orbit round the Earth and became known as the Moon. Weaknesses Silurians are vulnerable to hexachromite gas. Engineering 1. and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. located in the central crest. emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery. Explosives 1. however. The Silurians’ instruments never detected the post-disaster conditions they expected. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. A third eye. Armour A Silurian’s tough skin counts as full Armour 6. The Silurians are related to the Sea Devils. it has a maximum range of four areas. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. Electronics 1. electronic locks and the like. is the dominant life-form. Opposition. Flat trapezoid ears jut out from the side of their heads. The small. SOLDIERS Weapons: Depends on time and space. As a weapon. Silurians have manlike brown bodies that are covered in fine scales. focusing infra-red energy on its target. Iron Constitution 2. a mere ape. The disaster. It uses heat.DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill.

Sontarans have only two fingers on each hand and opposable thumbs. They will be armed with a sword and shield. they are all basically the same: only the weapons and armour differ. By human reckoning. which is partial Armour 5. phosphorescent green jellyfish. has a high gravity. Temporal Science 1. Apart from a few basic soldiering skills. Acute Hearing 2. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. which offers protection of Armour 5. Special Immunity (high gravity) 2 Control: 3. Keen Sight 2 Sontarans are built and bred for war. Coarse bristles sprout in tufts from their ears and chins. Martial Arts 2 Size: 3 Weight: 5 Move: 3. gunmetal-coloured space armour. both of which count as guns with magazines. Science 2. Soldiers in this period will be unarmoured apart from a plastics fibre helmet. Medieval worlds Knights are usually equipped with flexible metal body armour. Gallifreyan Citadel guards fall into this category. bordering on limited time travel. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. Modern worlds When on special assignments. Wall guards may be armed with crossbows instead of spears. a smooth. these men have few special abilities. Wounds 3 on stun. SONTARANS Weapons: Blaster (Wounds 6 on kill.DOCTOR WHO — TIME LORD from medieval England or a starship. Scouts have spherical spaceships. Wilderness Lore 1 Determination: 6. they are unarmoured except for a plate metal helmet. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 . Although Sontaran technology is highly advanced. which offers protection of Armour 2. Sontarans are ugly: they have smooth-skinned. dome-like helmet with narrow eye holes provides complete protection for the head. Gloating 1 Awareness: 1. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. Soldiers will usually be equipped with automatic rifles or submachine-guns. Marksmanship 2. Command 2. Warriors from countries such as Egypt would not have the benefit of armour. Electronics 1. Ancient worlds Greek and Roman warriors wear plate metal body armour. range 4 areas) Armour: Full Armour 8 Strength: 6. Their manlike form is encased in flexible. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. Normally. Castle guards will be armed with a spear and have soft leather body armour. Their main weapon is the spear. as well as a plate metal helmet. at the referee’s discretion they may have a sword as a secondary weapon and a shield. A superstitious people might easily believe them to be goblins. Piloting 1 Knowledge: 6. which offers protection of Armour 4. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. A translation box on a wide belt allows a Sontaran to understand and speak any language. Robotics 1. a subject at which they are masters after countless years of conflict with the Rutans. The Sontarans’ home planet. soldiers may be given plastics fibre body armour. about 5 metres in diameter. Engineering 1. with squat features and small red piggy eyes. and the species’ stocky. Astrogation 1. UNIT troops are in this category. however. a sort of intelligent. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. Computing 1. but would be similarly armed. offering protection of Armour. which counts as partial Armour 5. Much of the time. brown dome-like heads. which protects the head as partial armour 5. Sontar. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. it is geared to war. heavily muscled bodies reflect this.

a full invasion force is sure to be close by. for at least six hours after each recharging. the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. It counts as an unarmoured Size 7 target. Engineering 1. Mechanics 1. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. Weak pulses from the rod can be used to control Sontaran machinery. Weapons The Sontarans are highly dependent on their equipment. Armour Sontaran space armour counts as full Armour 9. which can grow only by colonizing new planets. Sontarans need to recharge their energy periodically. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3. therefore. Sontarans have little skill at negotiation. the rod can be used to hypnotize and control subjects. Electronics 1. With the ability to construct sophisticated and accurate mining equipment. Sontarans are always mobile. however. Sometimes. Sontarans act alike. it has a limited range of 4 areas. which compensate for a shortage of real abilities. the Gravis oversees the 102 . Sontarans are clones: all of them look alike. The main tool is a multi-purpose blaster and control rod. they have a high intelligence. When used as a weapon. Science 1 Determination: 5. the species produces a Gravis. The Gravis is the driving force behind the expansion of the species. too: they respect military hierarchy and are used to ordering people about. Astrogation 1. By modulating the light energy it emits. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. which is exposed even while the protective helmet is worn. enabling the species to sustain tremendous casualties in war. They consider all other methods of reproduction as weaknesses.DOCTOR WHO — TIME LORD control centre for their operations. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. retreating to their space ships to do so. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. It is considered as having Determination 4 and a range of zero areas for this purpose. Wherever there is a scout.

which they operate until their minds burn out. the Tractators revert to harmless. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. Two antennas. purposeless creatures. When awakened by the Gravis. They are about 2. 4 in the case of other Tractators). or other intelligent minds. If no such minds are readily available. a being of pure thought from another dimension. These people are then harnessed to the mining machines. Brawling 2. Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. enabling the Tractators to travel through space. pressure) 2 Control: 2. black leathery snout and yellow fangs are barely visible through the mass of fur. It has a pair of short. The back of a Tractator is protected by black chitinous segments. The creatures have a terrifyingly loud roar. Iron Constitution 2.1 metres tall. glassy eyes stare out sideways from an almost fishlike head. stick out from the top of the head and provide the means of directing and channelling gravitational energy. however. Indomitable Will 2 Awareness: 3. about 40 centimetres long. talon (Wounds 5) Armour: Full Armour 8 Strength: 5. need a supply of humans. Precision 1. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. Special Immunity (heat. The Gravis is identified by its predominantly green skin. causing to crash on the planet. shovel-like hands. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. sucker-like base which allows it to move. The concentrated gravity field manifests as a pink nimbus around its target.DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. Weapons The main weapon used by Tractators is their Control Gravity ability. which inflict 2 Wounds. Its soft underbelly counts as soft leather partial armour. Tractators. Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. and instead of teeth. bipedal and covered in long shaggy brown fur. picking on weakened. but the effect is to increase the Tractators’ total ability at Control Gravity. to provide the living intelligence that powers and guides their mining machinery. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. stubby arms with ridged. Tractators stand upright and are about 2 metres tall. They are its tools on Earth. Yetis look almost comically squat because of the breadth of their bodies. Knocking the Gravis unconscious or moving him away from the same planet will break his control. a Tractator will attack with its stubby claws. Weaknesses The Gravis is the Tractators’ greatest weakness. short tendrils are visible between the Tractator’s thick lips. the Gravis will seek to divert passing spaceships. 103 . the Tractators move in. carrying out physical tasks that either the intelligence or its human agents cannot manage. If forced to. instead of the more usual brown. which the Yetis usually slash violently at an enemy. Large. offering protection of Armour 2. yet they are dangerous: their hairy hands end in razor-sharp talons. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. Without him. Its underbelly is a pale brown colour as is the broad. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. Originally constructed in the Himalayas. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. the Yetis were given the form of abominable snowmen. tufts of black fur stick out from the overlapping sections. The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. Strength 7). cold. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. Their red eyes.

Control spheres. Indomitable Will 1 and Telekinesis 1) and Awareness 7. Electronics 1. to restrain or move objects. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. It can exert its powers through space. just the abilities of Knowledge 8. enabling it to resist burning and even to contain explosions. and form a crest on the Zygon’s head. or even an active relic of the intelligence’s previous visitations. which in effect it hypnotizes and then possesses. 104 . A Yeti inflicts 5 Wounds when it attacks with its talons.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. The web also has the ability Special Immunity (fire) 3. Independent Spirit 1 Awareness: 3. Lines of sucker-like nodules run along the limbs and spine. fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3. small eyes. It is theoretically possible to destroy the intelligence in psychic conflict. A great dome-like head meets the shoulders direct. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. The Great Intelligence has no corporeal form. however. If its focus is destroyed before it can build up sufficient power to enter the physical world. The TARDIS was once restrained in this fashion. Gloating 2. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. and their control spheres. Without a control sphere in place. Once the intelligence has a human agent. It slowly suffocates a target. Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. Computing 1. it counts as a successful grappling attack made by an opponent with Strength 7. seeking entry into the world of men. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. tangible evidence of the intelligence’s work. the Great Intelligence drifts through time and space. but even the Doctor’s mind is too weak to contemplate such an action. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. First Aid 2. resilient cobwebby substance that binds or envelops its target. puckered mouth give the Zygons an air of brooding menace. Cybernetics 1. looks unpleasantly rubbery and is slimy to the touch. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. it can gather together the materials necessary to build its robot servants. Weapons Yetis are sometimes equipped with web guns that emit a tough. This telekinetic ability can produce physical manifestations similar to cobwebs. which is a Size 7 target. range 0). A flap of fur usually conceals and holds in the sphere. Control 3. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. Although the web does no damage. A Zygon’s manlike body is upright and bipedal. however. such as a Yeti control sphere. Its prime human agent gains the mental abilities of the intelligence. the Yetis. ZYGONS Weapons: Electric charge (wounds 4. Determination 8 (Special abilities of Hypnotism 1. Deep-set. a pug nose and a slight. the intelligence is temporarily banished. a Zygon’s fingertips end in small suckers. there is no trace of a neck. its green and orange skin. Telekinesis [Determination] This special ability gives the intelligence the power to lift. Their other relevant abilities are Strength 3. Science 2 Determination: 6. Weight 2 and full Armour 8. THE GREAT INTELLIGENCE Exiled from another dimension. a Yeti is inactive: it is like a machine that has been turned off. The guns have a range of only 1 area.

Because they are desperate to survive. usually machine assisted like that of the Zygons. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. and connections are usually in the form of suckers on long rubbery stalks. also transfer some or even all of the copied subject’s memory. the Zygons seek new worlds to make habitable: they prefer warm wet climates. Zygon spaceships usually carry tanks containing Skarasen embryos. Even a Zygon spaceship is partly organic. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature.DOCTOR WHO — TIME LORD Their burbling. provided that they have recorded its body print. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls. A Zygon’s fists inflict 2 Wounds. can lead them to underestimate their opponents. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. Zygons will use any tactics they feel are necessary. Confident in their own superiority over other species. preferably including key political figures. 105 . Zygon technology uses organic materials. The usual procedure is to capture suitable specimens. even going as far as committing genocide. It is the ability exactly to mimic the physical appearance of another creature or person. Armour Zygons have a tough hide. record their body prints and allow shapechanged Zygons to take their places. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. The specimens need to be held onboard the Zygon spaceship in the event that their body print fades. but they can be damaged by bullets. Weaknesses Zygons have no real physical weaknesses. Their skin is equivalent to full Armour 6. Their arrogance. sibilant voices sound menacing and betray the fact that Zygons are arrogant. Particularly advanced shapechanging techniques. however.


Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.


Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.


His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.


the Monk is careless. Pseudoscience 1. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. Weapons The Monk is not normally armed. he can attempt to absorb the body of another. He also champions the underdogs. brown. Con 2. He is quite handy with improvised blunt weapons. Stealth 2 Size: 4 Weight: 4 Move: 3. slightly greying hair. the Monk dresses in a brown habit and round cap. and incredibly pleased with himself. Science 2. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. It was his intention. Cheat Death 3. The Monk. although his TARDIS usually has stocks of weapons from all times. Although he is a clever and devious schemer. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. The Monk is not an evil character. He is a collector. and green eyes. Medicine 2. Iron Constitution 2. He has a round. Disguise 2. the Monk carelessly leaves objects outside it: in his secluded base. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. Only the Doctor’s timely intervention thwarted the Monk’s plan. History 2. Running 1 Knowledge: 6. Gloating 2 Awareness: 4. Most of the time. allowing the time and space machine to fit in with its surroundings. just a misguided one.DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. bringing technological fire to its people. Temporal Science 1 Determination: 5. TARDIS 2. nor does he wear armour. Astrogation 2. First Aid 2. Blunt Weapons 2. however. his motives and plans are sometimes transparently obvious. too. MacGuffin 1. Electronics 2. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. Very much into creature comforts. Although his TARDIS’s chameleon circuit works. Regenerative Powers 3 Control: 4. He is the Prometheus of the cosmos. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. Intuition 1 Like the Doctor. and may well turn up as a third party in an adventure. Yet he behaves childishly and sulks when his plans are balked. cheerful face. from gramophone records for sound effects to atomic cannons to destroy his enemies. it is possible to find modern kitchen equipment and power lines. Robotics 1. Acting 2. He longs to get revenge on the Doctor. for example. The Monk will use any technological aid he can to further his plans. when his schemes are running smoothly. 109 . If he succeeds. completely unconnected with main events. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. He is quite jovial. who has twice stranded him. the Monk has a habit of accidentally leaving anachronistic clues to his presence.

Cheat Death 3. communications bracelet Strength: 4. Regenerative Powers 3 Control: 4. Her completely unethical approach to her experiments. The Doctor is merely a brilliant tool for her to use to further her experiments. Pseudoscience 1. are usually elaborate. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. however. crimson trousers and red-leather mid-length boots. Although the Doctor has ruined her experiments in the past. The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. Escapology 1. her eyes are a chilling blue-grey. the subject’s mind becomes receptive to the commands of the Rani. Stealth 2 Size: 3 Weight: 4 Move: 3. Gloating 2. Her heart-shaped face has high cheekbones. however. Electronics 1. The Rani uses stealth and subtlety to achieve her objectives. she is also an outstanding genetic engineer. 110 . Poisons 1. Robotics 1. Wounds 3 on stun). and seldom tries to be too clever for her own good. Out of her disguises. preserved or dormant specimens of creatures are displayed like ornaments in glass containers. making them subservient to the Rani’s will. Disguise 3. Running 1 Knowledge: 7. Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. Indomitable Will 1 Awareness: 4. brunette hair tumbles down over her shoulders and back.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. resulted in the Time Lords banishing her from Gallifrey. the Rani is a strikingly attractive and imperious woman. Science 1. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. Explosives 2. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. The poison does not injure its target. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). Con 3. Long. such side effects are not enough to make her abandon her experiments. Sleight of Hand 1. Medicine 1. Brawling 2. She typically wears futuristic clothing: a crimson. however. Her great talent for disguise. she considers herself above the need for petty feuding. sparkly tunic. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. TARDIS 2. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. means that the Doctor often fails to recognize her and only too late realizes who he is up against. Acting 2. Temporal Science 2 Determination: 6. Iron Constitution 2. Her TARDIS is a monument to her genius: inside. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. These typically take the form of mines detonated by trip wires. as well as operating scientific apparatus. First Aid 2. and she is forced to experiment wherever she can temporarily set up a base. It does not matter to her whether the drugs cause pain or death. Command 1. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. MacGuffin 1. Computing 1. Mathematics 1. nor does she wear armour. Her traps. and she seeks him out only when his talents are necessary to success. On her left wrist she wears a broad.

His voice gurgles and splutters words. the eyes are large and bulging. Bureaucracy 2.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. Mentors are naturally creatures of the sea. 111 . Computing 2. He works for the Galatron Mining Corporation. another’s distress is an opportunity for entertainment. has been corrupted by the power that his trading position provides and is decidedly decadent. Command 2. A bony crest surmounts the head. The Mentors are green-skinned and about 1 metre long. often incoherently owing to a fault in the translation box he wears on his left breast. and a loose. Despite his overt love of painful entertainment. one of the main trading companies of Thoros Beta. Poison 1 Determination: 4. slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders. They are far future soldiers. especially if it is a member of the ugly human race that is suffering. Swimming 3 Knowledge: 6. and its teeth are sharpened to points. but instead of legs they have a tapering. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. segmented tail. skin counts as full Armour 3 Strength: 3. To him. Con 1 Sil is a particularly sadistic member of the Mentors. Although they have adapted to life on land. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. Not all of the Mentors are as corrupt and distasteful as Sil. Sil is far from a threat and could be easily destroyed. they are not particularly mobile and need human assistance to move freely. a highly intelligent slug-like species from the planet Thoros Beta. Armour Sil’s slimy green skin is equivalent to full Armour 3. Sil has a particular dislike of the Doctor’s assistant Peri. Bargaining 3. who he considers is particularly repulsive. they wear metal. Yet he is backed by the weight of the Galatron Mining Corporation. Law 2. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. translation box. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. They have well-muscled chests and arms. Weapons Sil is not armed: he relies on his guards to protect him. even at the expense and hardship of others. He relishes the pain of others and delights in their torture. he would suffer a more crushing defeat. open-faced helmets that count as partial Armour 5. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. Mathematics 2. Weaknesses Physically. they are just small creatures making big business. if the corporation’s faith in Sil were destroyed. however. Gloating 3 Awareness: 4. Sil. By human standards a Mentor is repulsive to look at: although its face has human features.

however. such as mud or shingle beaches. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance. to do stunts or manoeuvres. the abilities of different types of vehicles are important only in chase scenes. far future cars that use repulser fields to keep them off the ground. Size: 2. Move: 4 A pedal bike is an emergency item of transport for one person. Weight: 3. Mechanical vehicles have Strength abilities that indicate their motive power. Damage Resistance 2. Damage Resistance would be used to protect a car in a crash. escape from them or just for everyday travel. If he has to control the vehicle. An attack directed at a vehicle has to overcome its Strength to put it out of action. Although it may appear that boats can travel as fast as cars. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. it is unlikely that a vehicle will ever be used at its full speed. the number of areas it moves is the number of Wounds it inflicts on a target. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. Damage Resistance 1. When used as a fast-moving ram. Car Strength: 6. Some vehicles can apply this to all such terrain. however. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. it also has to resist this using its Strength so that it is not put out of action. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. others can apply it to only certain types of terrain. Such vehicles have an additional ability. or vice versa. so the Move ability of each type of transport is only its speed relative to other means of transport.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. In TIME LORD. At tactical level during action turns. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. or to withstand gunfire. Light aircraft Strength: 6. Some vehicles. Size: 2. Weight: 6. it must be remembered that they are permanently in difficulty 2 terrain. Damage Resistance 1. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. treat all terrain as difficulty 1. called Rough Terrain. the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. Air cars. In all cases. typically used to push objects out the way or tow other vehicles out of trouble. for example. which has a difficulty of more than 1. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. The are like mobile areas. his Move plus any relevant special ability is used. Helicopter Strength: 6. Vehicles are subject to the same terrain difficulties that affect characters. A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. The Piloting ability is essential to be able to fly a light aircraft. have tracks or broad tyres that allow them to travel more easily over certain types of terrain. Weight: 6. Tiger Moths and Cessnas. Bicycle Strength: 4. whether it was to chase people. able to hold five people and still allow them to use certain abilities. Helicopters can hover in the air and do not 112 . Damage Resistance 1. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain. when it is important to work out whether the bad guys close on the Doctor and his companions. Size: 2. Weight: 6. Size: 4. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth.

Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. Damage Resistance 1. Damage Resistance 1. Knowledge: 1. Move: 6 Lorries are used to convey large quantities of materials or men. if the rider falls off. Jet bike Strength: 4. Rough Terrain (land only) 2 UNIT troops favour these durable. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. A Land Rover can easily transport six people. Land Rover Strength: 6. They cannot. Weight: 7. They are typically equivalent to two or three areas in size. motor bikes are the sexiest form of transport that a companion can hope to drive. Size: 3. Motor bike Strength: 5. Weight: 5. Protective gear. Their advantage is their carrying capacity. such as a plastics fibre helmet and soft leather clothes. they automatically slow down and travel in a circle. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. Move: 6. Damage Resistance 2. Weight 7). Horse Strength: 5. Damage Resistance 2. Move: 5 Largely suitable for rivers and inshore work. Weight: 5. rough terrain vehicles and use them to transport personnel and equipment. Control: 4. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1. Size: 2. Horses will also instinctively react to an attack against them by lashing out with their hoofs. is recommended.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. Move: 6 Small. Weight: 5. Hovercraft Strength: 6. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. Size: 4. powerful and fast. rowing boats with outboard motors. 113 . equivalent to one area of space. but Size 1. Size: 2. Damage Resistance 2. Weight: 5. manoeuvrable craft propel themselves along using jets of water. the horse is typically used by primitive societies. Weight: 5. Lorry Strength: 7. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. rowing boats are a slow and cumbersome form of transport. Damage Resistance 2. Speed boat Strength: 3. Size: 2. inflicting 5 Wounds. These small. in effect. Move: 5. Motor boats have a Move of only 6 because they are. and therefore might carry anything from tea chests to troops. Damage Resistance 2. The category includes punts and canoes. Weight: 6. Rowing boat Strength: 2. Size: 2. Awareness: 3 Used as a beast of burden and a means of making men more mobile. Determination: 2. enabling the rider to swim over and remount. Size: 1. Weight: 5. Size: 2. Move: 4. however. Move: 6 Jet bikes are the waterborne equivalent of motor scooters.

Each guard is armed with a staser. Gallifrey’s centre of learning. are the undoubted masters of time travel in the DOCTOR WHO universe. Instead they vigorously police time travel to put a stop to infringements of the laws of time. chancellor. Citadel Guards are distinctively dressed in red tunics trimmed with white. The first law of time simply states that no one should be allowed to meet themselves. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. such as the Master. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. Security is the main concern of the castellan. if more than one mind is connected at a time. but will spring back once its limits are reached to return to equilibrium. a great force field that protects Gallifrey from attack. which is led by the president. Headed by the High Council of Time Lords. The consequences of becoming caught in the temporal inrush are a matter of conjecture. who are clever enough to erase their patterns. the Rod of Rassilon. however. It would be easy to abuse the ability to travel freely in time. A section of the Citadel Guard is under the direct control of the president. it contains details and the mind prints of every Time Lord except those. third or even fourth attempt at getting something right or averting a cata- 114 . Armed with this knowledge. Officers additionally wear a silver-coloured breastplate to denote their rank. but even then they prefer to use a free agent. in effect. white cloaks. and prefer to live rough in the wilds of Gallifrey. with traumatic consequences. in a way he is more powerful because he sees that the president’s wishes are fulfilled. to do their dirty work. The chancellor is. the city of the Time Lords. such as the Doctor. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. Gallifreyan society has stagnated. Within the Citadel. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. The president is the figurehead of Gallifreyan society and has wide-ranging powers. the Time Lords have established themselves as invigilators of the laws of time. an oval gold medallion on a chain. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. castellan and the cardinals of Gallifrey’s Academy. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. catches up with the meddlers. and the Coronet of Rassilon. Academic life. they do so in TARDISes. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. the Master and the Meddling Monk are among those that wander through time and space. their own regulations about what can and cannot be done to the fabric of time and space. The Academy comprises three colleges — Prydon. If they travel. He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect. The chancellor’s badge of office. The amplified panatropic computations network. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. the ruling elite of the planet of Gallifrey. A Time Lord can be connected to the matrix. Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. allowing him to enter it as a virtual reality. the president’s conscience. The effect is to propel the affected sector of space and time back to the point at which interference began: time. the Brigadier met himself in Mawdryn Undead.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. TIME AND TIME TRAVEL Time is a flexible medium. yet even they do not understand all of its intricacies. in effect spreading the load. sophisticated time machines that are virtually self-sufficient micro-universes. red trousers tucked into red leather boots. which enables the wearer to gain access to the matrix. an ornate. who become renegades: the Doctor. quite simply. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. It is the electronic memory used to record and preserve the experiences of all Time Lords. other Time Lords have left the Citadel to become close to nature. and red dome-shaped helmets. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. commonly known as the matrix. If they intercede it is only to correct an abuse of the laws of time. typifies Time Lord stagnation. is anathema to some Time Lords. which allows access to the energies of the black hole that provides Gallifrey with its power. He is also responsible for the maintenance of the transduction barrier. the weaker one will be subjected to the reality imposed by the other. life is very much devoted to introspective studies at the Academy. The High Council consists of the president. His badges of office are the Sash of Rassilon.

it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. the measure of relative continuity. even changing its appearance. however. After all. or ‘borrowing’ as he would say. In TIME LORD. through two ordinary-looking doors. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. The Doctor sometimes retreats to the cloisters. In addition. although he can be sometimes be panicked into believing otherwise. sitting himself on one of the stone benches or pacing up and down. however. the second law of time states that no one can interfere with their time line. the journey is rarely important except when scenes relating to an adventure need to take place. TARDISes used by the Master and the Rani are largely similar. Beyond the console room. Control console Most of the TARDIS’s functions are controlled from the hexagonal. Occupants of a time machine will notice the passage of time as normal. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. say. Cloister bell The deep. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. THE TARDIS Although the Time Lords have created many models of TARDIS. therefore. Each incarnation of the Doctor has modified the console in some way. the point at which the TARDIS is going to arrive is often known in advance. Most of the TARDIS. Inside. For added safety. If he were to do so. although slightly more advanced. his meddling only resulted in even more bizarrely out of place forms.DOCTOR WHO — TIME LORD strophe. and in its ultimate form becomes a time loop. in order to think clearly about a problem. his ship remains in the form appropriate to England in the 1960s. then logically he would never have existed and his father could not be killed by his hand. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. however. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. In appearance. penetrating every room. the TARDIS looks like an English police telephone box from Earth during the 1960s. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. and until then is dependent on them. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes. and will need to eat. The TARDIS’s doors open into the console room. Originating from the cloisters. 115 . and it is from there that the adventure continues. the Time Lords devised a means of disguising them. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous. the TARDIS is virtually indestructible. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. Time travel. going back to kill his father at a time before the traveller was born. exists in another dimension: only part of the time machine materializes when it lands. the sound of the bell reverberates through the ship. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth. According to the Doctor. Within these limits. in a Saxon church it might appear as a crudely carved altar or column. the hostile action displacement system (HADS) or the TARDIS force field can be activated. It combines with the first law of time to prevent temporal mishaps. Close up. however. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. sloping-topped console that surrounds the time rotor in the main control room. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. the Doctor’s type 40 is probably the only one that characters will encounter. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. This prevents a time traveller. the location of the time ship’s main controls. the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. is not instantaneous. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. It first manifests as temporal and spatial displacement from the intended time zone. rest and keep themselves occupied on their journey. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. The Doctor obtained his TARDIS only by stealing.

many companions not surprisingly long for proper Earth meals complete with all the trimmings. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. concentrated food can be contained from the TARDIS’s food dispenser. located in a room near to the control room. Failsafe switch Located away from the main control room. the lock on the outside of the TARDIS door can be opened only by a specially coded key. Panel five provides readouts of external and internal environmental conditions. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize. Moving clockwise. At its lowest level it is equivalent to Strength 10. he spent much time tinkering with it in order to escape from the planet. humidity and oxygen levels. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. viewed from above. Panel three houses the communications. The Time Lords disabled this circuit when they exiled the Doctor to Earth. nearest the TARDIS doors. by entering the type of food required into the dispenser’s computer. Without it. Food dispenser Nutritious. The force field surrounds the TARDIS at a distance of about one metre. Its main feature is the control console which is set in the centre of the room. Dematerialization circuit Without a working dematerialization circuit. its maximum depends on the energy available from the TARDIS’s generators. the TARDIS is suspended in space and time. about 30 centimetres across. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. such as clocks. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. Near the TARDIS’s doors.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation. Until the switch is reactivated. concealing electronic circuits and lights. Although the food is tasty and filling. The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. life support and lighting controls. with circular mouldings. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. including radiation. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS. on pedestals and even a comfortable armchair. provided it is activated. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. as well as the room controls. houses the basic navigation and steering controls. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. the switch can be disabled to prevent its unauthorized use. 116 . the TARDIS cannot travel anywhere. preventing both entry and egress. Control room The control room is the first room that anyone enters when stepping into the TARDIS. Door lock Once protected by a number of anti-tampering devices. It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS. The dispenser also issues water in small plastic bags. Cream-coloured plastics panels cover the walls. Panel one. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house.

mainly because it can make the TARDIS difficult to find and reach. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies. was partly a bioelectronics lab! The layout. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. 117 . the time rotor is motionless. The HADS circuit detects the build up and imminent release of energy. If necessary. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS. the urns contain more formal arrangements. The Doctor needed to use the zero room to settle into his fifth incarnation. its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS. allowing them more easily to attain a peaceful state. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. Zero room The zero room isolates its inhabitants from the forces of the universe. tends not to activate this safeguard. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. however. Rooms Each companion is assigned his own room in the TARDIS. however. It is connected to externally mounted detection equipment. The Doctor. type and number of rooms in the TARDIS can be controlled from the main control console. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment. which resembles Victorian ironwork. and the controls allow rooms to be jettisoned. Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. The key and lock can be reprogrammed from the main control console. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. The list of their contents was once kept in the TARDIS’s databanks. which he is allowed to personalize. TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key. for example. New chambers usually show the basic structure of the TARDIS. unless the Doctor remembers to program their features. While the ship is stationary. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment. the Doctor can issue a spare key to his companions.DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. making use of its therapeutic properties.

hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. Often unappreciated by its inhabitants. a remote control that allows the Doctor to control it from a distance.DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary. It is fitted with inertia brakes that allow instant deceleration. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. and may run out through prolonged use. Cricket ball A cricket ball is an indispensable piece of equipment. They demonstrate that the evolutionary prospects of an adding machine are limited. however. The air supply. Black hole Gateways to the universe of antimatter. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. and one of the few weapons that is guaranteed to be effective against Dalek armour. Companions are useful as early warning systems. is limited. gets captured or gets lost.’ says the Doctor in The Invasion . Whatever the circumstance. Camera A handy method of making visual records of events and people. Bessie A veteran. The following extracts are should prove particularly useful to prospective companions. 118 . Antimatter A safe enough material in its own universe. A small. Dalekanium A highly effective explosive developed by the Daleks. Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. bright yellow open-topped car driven by the Doctor while on Earth. It can be thrown at control panels to deactivate automatic security systems. smile if someone takes your picture. which is achieved through the Eye of Harmony. Computers are infuriatingly obstinate. Computers ‘I hate computers and refuse to be bullied by them. It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. to provide a suitable and breathable atmosphere. with or without visors. Companion A guaranteed source of trouble that either gets in the way of experiments. black holes exert a strong gravitational pull from which matter and even light cannot escape. Often used by the military to identify criminals. Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. they scream loudly should anything dangerous approach. but liable to blow a few circuits at the slightest logical conundrum. where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. and an anti-theft force field that restrains potential car thieves. as in Invasion of the Dinosaurs. antimatter explodes violently in contact with the stuff of the normal universe. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey. The helmets can be worn on their own. The aliens probably have the right idea.

I’m the Doctor. Autons. The gravitron exerts huge gravitational forces on the Earth. is the negative part of the universe. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies. it immediately paralyses its victim. Have a jelly baby. especially science fiction writers. Adric. who cannot look or travel beyond their own solar system. As a general rule. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. which frequently overload their circuits. Force fields also act as a type of Armour: if the force field is not breached by an attack. there are more galaxies per universe than water molecules in a pint of beer. so the potential of gold is probably limited. Subsequent attacks increase the paralysis. and inflicts 4 Wounds. It is like the normal universe. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect. Cybermen. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. the second Romana chose to remain there.DOCTOR WHO — TIME LORD E-space E-space. 119 . however. Jelly babies ‘Hallo. Yetis and so on could resist. for which the Edged Weapons ability is appropriate. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. It is still useful to appease black marketeers or mercenaries. The Doctor frowns upon the use of such a dangerous weapon. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. emotionless or violent monsters such as the Daleks. inflicting 4 Wounds. Galaxy Often called the universe by creatures. ending her travels with the Doctor. comes form E-space. are probably working on life support systems that do not seize up in the presence of this metal. such as bomb detonators. the metal is conveniently worn as jewellery by many companions. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote. If at any time the poison overcomes a victim’s Strength. It can be used in hand to hand combat. gold is a deadly poison to Cybermen. Stabbed into the exposed flesh of a victim. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS. only it exists in negative coordinates. a mutated Alzarian. or Exo-space as it is also called. resulting eventually in death. The device is palm-sized. it completely protects anything beyond it. Cybermen. manipulating the natural weather patterns. It can also be used for imprecise surgery on electronic components. or his companions need help to find the TARDIS. The thorn itself inflicts zero Wounds for the purposes of overcoming armour. Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon. Gold In dust form. The Earth confections are a prop used to gain time or favour: only cruel. Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. Sontarans.

Medical packs have the abilities of Knowledge 6. this Earth confection has other uses. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. Medicine 2 for the purposes of healing. A dye on the exterior of the bandage changes colour when the wound has healed. By boosting its power and concentrating the sonic energy into a beam. as well as containing air canisters. It is used mainly by the Daleks to power their time capsules. place it and run! N-space N-space is our universe: normal space comprising normal matter. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet. so if you have to use it. Its counterpart is E-space. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time. It tends to work only after the TARDIS crew has stepped outside. Radiation meter The TARDIS has a radiation meter built into its control console. and Ace is forbidden to make it: she usually has a plentiful supply. It was destroyed during The Visitation at the time of the fifth Doctor. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. but it is not infallible. which provides protection for the head. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. which are essential for exploration in space and on many moons. a harmless-looking plastic daffodil. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. Its ability is equal to the Doctor’s total MacGuffin ability. Pocket watch Each incarnation of the Doctor has carried a pocket watch. Its constituents react violently in contact with anti-matter. one of the Doctor’s companions. can be used separately on planets with thin atmospheres. Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. It is unstable. An environmental helmet. This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. It is programmed to respond to heat and the pattern of a human face. It has a short time fuse of 2 actions turns. it can even be used to set off mines. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. however. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace. The trick rarely works twice on the same guard. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. Taranium Taranium is a vital mineral used to power time machines and temporal weapons. The length of activity in space suits is limited by the air supply. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. 120 . Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. a pocket watch and chain can be used to hypnotize opponents. The plastic film is soluble in water. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. This meter is reliable.

It can provide insight into recent events. The Doctor has since become the temporary scientific adviser to UNIT in the UK. such as drone clamps. sweptback wings. Time-space visualizer The time-space visualizer can look at any event in time and space. a subsidiary will often be blackmailed by politicians into acting against their leader’s will.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. laser cutters and probes. and it has bases near or in the capital cities of the main world powers. a key element in the power sources of many spaceships. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. silver car with curved. Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. Each base is dependent on the good will of the host government. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. provided its operator can program it correctly. Whomobile The third Doctor built a special car during his sojourn on Earth. Time corridor A time corridor is a two-way connection between one time and space and another. TARDIS toolbox Useful source of MacGuffins. typically on a spaceship or planetary base. 1980s and 1990s. Daleks used time corridor technology until their scientists developed timeships. 121 . Zyton 7 The prison planet Varos is the main source of Zyton 7. It is opened and closed from only one end of the corridor. Although nominally independent of each country’s government. he would probably have a fully functioning TARDIS. magnetic clamps. It can fly: in the air it is treated as a light aeroplane with Move 7. The Whomobile is a compact. The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. If the Doctor knew how each one worked. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. Its headquarters is in Geneva. with a pass under the name of Doctor John Smith. on the ground it is treated as an air car with Move 6. Time loop Time loops are temporal traps that keep their victims snared in a short. that are essential to routine maintenance on the TARDIS. neutron rams. Switzerland. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. He is active in this role throughout the 1970s. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart. forewarning the TARDIS crew of imminent danger. Lethbridge Stewart was first encountered by the second Doctor. whose regular staff includes Captain Yates and Sergeant Benton. repetitive cycle of time.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

whoever owns the copy of TIME LORD should be the referee. flexibility and storytelling. Cyberman Lorry. play notes on a musical . random movements. hydraulic press Jet aircraft Spaceship Gravitron. because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. if they do something within the world that the referee has described. however. clap hands. and even offers them help when they get stuck. that in a group of novices. use simple vehicle such as a car. He is the person who believes it would be entertaining to run a game using a particular set of rules. use basic tools. therefore. In some ways the referee is also part of the group. He also has to learn how to describe scenes and people graphically so that they come alive. His other tools are imagination. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. referees have different styles. It is suggested. hold object Barely controlled movement. force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated. For a start. he is the means by which players enter another universe. He is the person that gives players the initial push into an adventure. Ideally. bulldozer. however. walk. for the person who buys a new set of rules is the one most likely to want to get a game started. it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. Experienced role-players also often choose their referee this way. Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. necessitating clear-thinking as well as bookkeeping skills. Imaginary worlds. the referee uses all these tools to become transparent to the action: in effect. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. adjusts to their whims and actions. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space. what one deems suitable for his players may be too tame or too excessive for another referee. Until the players themselves obtain copies of the TIME LORD. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics. Geoff Capes Car. it makes sense for the owner of the rules to be the referee. after all. because he has an idea for an adventure. form letters Clumsy. simple machines Average human. And he also needs to keep track of the fate and actions of everyone on an adventure. Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group. He. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. The referee. awkward. are difficult to maintain. is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. therefore. and it is usually his enthusiasm that encourages other people to play in his games.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. one of the players may want to take a turn at being referee. After one or two adventures.

REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. ninja. cut gems Human maximum. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. hydraulicbest is a matter of personal preference. concert musician. always use the principle of beat the difference when rolling the dice. fine. 6 Car. walk tight rope. lower their Armour. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 . but it cannot simulate every effect simply because the background contradicts itself. hold object Barely controlled movement. the referee on the game. do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe. If something does not seem right. walk. athlete. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. Geoff Capes There is no set way of playing a role-playing game. a referee’s decision. therefore. juggle. dice. in which rivers of fluid ice course through the cores of planets. the nature of alien intelligences. they are likely to become disoriented and argumentative. simple machines Average human. The Cybermen detailed in Part Four. however. crack a safe. the second concentrates the players’ minds Lorry. No matter how much a player whines or argues.DOCTOR WHO — TIME LORD RULES. It is the realm where science fiction becomes science fact. Cyberman others prefer to sit round a table. too. above human average. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. Tweaking abilities. Here he can organize the running of 8 Jet is needed for the rule book. Players feel comfortable when reality behaves as expected. as referee you have the right to change it. Whatever you do. although it is vital at times to make players believe or have faith in an adventure or the referee. Realism is a tool that to a degree can be dispensed with. 9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen. force action for their cue.scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. play musical instrument well Very nimble-fingered. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. use basic tools. Either way. ideally with a table for his own use. If a player ups and leaves. form letters Clumsy. can be broken. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. The rules. master watchmaker. 4 Strong adult 5 Human GETTING ORGANIZED maximum. increase their Strength. play notes on a musical instrument Skilful. virtuoso musician. The first method encourages a relaxed atmosphere. bulldozer. Which one is press 7 should sit slightly apart from the players. TIME LORD is designed to be generally consistent with the background. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. and behind-the. when it does not. clap hands. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. for example. Notes that the players should not see can be kept handy yet away from their eyes. the refereeChildthe final say. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. awkward. While running the game. A mature player will accept. Some groups split up around a room and slump in armchairs. although he may not agree with. use simple vehicle such as a car. random movements. operate complex vehicle such as a helicopter. and in which villains who certainly died in a previous adventure resurface to menace characters again.

warehouse Elephant. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. If characters do become separated. Cybermat. It is inevitable that characters will become separated during the course of an adventure. brontosaurus. road width. The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. if it is eerily silent. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. it will also help them role-play their characters through the suspension of disbelief. for example. sounds and smells on Earth. gnat. width of a country lane Large human. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. plughole Gnat. it is possible to create a picture of an alien environment. have on the water’s surface. By giving players comparative descriptions to similar sights. screwdriver Up to 6 kilograms. large dog. hamster. baby. Players will use this information to imagine what the alien world they have landed on looks like. small dog. If there are sea birds or other forms of life. whale. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. let the players know. Tyrannosaurus Rex. and their players should not know what the others are up to or what happened until everyone meets up again. If players enter a new environment — whether it is a spaceship. large dog. flea. When such characters are created. such as a separate room. airliner. horse. particle of powder. or whatever. cow. Give them an idea of the steepness and climbability of the cliff. ventilation duct. or when they are used in an adventure. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace. By drawing on storytelling skills and powers of description. the referee can make the TIME LORD universe come alive. wide door. bar of lead. room Car. Dalek eyestalk. mousehole. rowing boat. bag of shopping Up to 40 kilograms. wide corridor Small human. hamster. Ice Warrior. Tell the players how they feel as they breathe in fresh. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability. almost weightless. crack in masonry or woodwork Speck of dust. Dalek. There should also be somewhere. Cyberman. log cabin. convey this information too. typical area. Referee characters that are role-played well develop personalities and become believable. By the bare statistics that are the character’s abilities. child. chimney flue Cat. try to give each one a different personality. average dog. just effort on the part of the referee. salt-laden air. describe the mood of the sea and the effect the two suns. the nature of the rock and its colours. If the TARDIS lands on a beach at the foot of a cliff. and tell them any observer might normally take for granted. flea Up to 1 kilogram. cat flap.DOCTOR WHO — TIME LORD knowledge. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee. baby. put a few notes about their behaviour and quirks of personality. using the rule book or a cupped hand to obscure the dice from the players’ view. players will feel their characters are dealing with other people. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. trawler. It does not take much acting talent to make a referee character more than two-dimensional. and let them know it burns their throats if it contains hints of acid. book. lapdog. large spider. that the referee can take players who are away from the main action or whose actions need to be carried out in secret. aircraft hangar. small adult . Dice rolls that players should not know the results of should be made here. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. ajar door Mouse. yacht. hairline crack Molecule. small doorway Small child. rat.

000 tonnes. adult. the players will feel that they have had too little of a challenge. Novice referees Speck ofresort to a default powder. Cyberman. trawler. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. are working to a schedule to explode a neutron bomb at the centre of the Earth. aircraft carrier More than 2. planet 126 . gas particle most characters. ajar door object’s Strength to break it. Cybermat. van. You are there to oversee what the players do to solve the mystery you have set them. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. hairline crack the tables seem confusing or have no can also dust. crack in masonry or woodwork ence. large must overcome to affect it. rowing boat. Ideally. one of the keys to a successful game of TIME LORD. to overcome an 6 Cat. The entire adventure turns into a race against time. hod of bricks Up to 600 kilograms. Ice Warrior. small or at times generated to good effect. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. TIME LORD deliberately allows characters that are good enough to succeed Car. Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. whose abilities typically range from 3 to 5. space station. to go their own way without being channelled in a particular direction by the referee. motorcycle Up to 4 tonnes. warehouse Picking the right difficulty forbrontosaurus. which adds an edge of excitement to proceedings. to be used when 9 immediately obvious equivalent to whatever is being attempted. average dog. whale. airliner Up to 2. and it is when some or all of the characters have a chance of failure that the 3 Large human. however. It will enable you to develop your role as a responsive storyteller. small aircraft Up to 250 tonnes. for example. bar of lead. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. doorway where tension can be Small human. If you make an adventure too easy. hamster. Tyrannosaurus Rex. along with the principle of beat the differ8 Gnat. lorry. particle of difficulty. make it too hard. The culties that a character’s Strength spider. room and they may be deterred from ever playing again. a character to beat is airliner. as characters. Abilities automatically generate corresponding difficulties: Strength is used. rat. bag of shopping Up to 40 kilograms. Sometimes. 1 Elephant. brontosaurus. book. screwdriver Up to 6 kilograms. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. small dog. yacht. This ensures that 10 Molecule. hamster. the nature of a plot forces the referee to intervene. gnat. small adult Up to 125 kilograms. The object’s Strength or Weight provide the diffi7 Mouse. that dog. typical a feeling that a character is 2 dice creates a feeling of tension.000 tonnes. and the referee often has to interrupt what the players are doing with other events. chimney flue adventure. form the backbone of the rules system. each player hasarea. flea. cat flap. Dalek eyestalk. width ofhiscountry lanecompetent. wide door. and to overcome its Weight to lift it. Dalek.DOCTOR WHO — TIME LORD corresponding abilities of player characters. you merely react to what they do and tell them what they find or what happens to them. almost weightless. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line. Of course. mousehole. will have to roll the dice to succeed. lapdog. rhino. baby. spaceship. most elephants Up to 30 tonnes. Cyberman. if the players are in the wrong place at the wrong time. flea Up to 1 kilogram. large dog. for example. road width. The default is a difficulty of 5. log cabin. The result is quite independent of the players’ actions unless they are trying to abort the explosion. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. If the Daleks. ventilation duct. and then it is best done through the actions of friendly or hostile referee characters. cow. aircraft hangar. child. car. Rolling the at what they attempt so horse. baby. plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. you should not impose your wishes on the players: they should feel free.

jump over matchbox Up to 3 km/h. some grasp of all areas of human knowledge. race horse. car. interstellar navigation. move in time to rhythm. missile Up to 200. typewriter Read and write fluently. understand future science. jet aircraft Up to 25. Dalek. jump over shoe box Up to 8 km/h. limping. injured or elderly human. food mixer. understand advanced 20th century research. transmats. dance at Nureyev's standard. peasant skills. understand basics of Time Lord science. genetic engineering. use of winch. genius. use of simple machines. jump over tea chest Up to 25 km/h. ordinary horse.000 km/h (less than Earth escape velocity). understand the principles of any manufactured thing The White and Black Guardians. cybernetics. spaceships. use of jet aircraft. radio. basic speech. moped. seeks out principles behind phenomena. religious and social prejudices. cheetah.DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. read and write fluently. electron microscope Educated to graduate level. helicopter. rockets. use of car. use of force fields. jump over 2 metre fence Up to 110 km/h. athlete. use of robots. understand the meaning of the universe 5 6 7 8 9 10 127 . transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. sceptical but has faith in politics and/or science. understand the subtleties of TIme Lord science. mini universes Time Lord knowledge at its peak (in Rassilon's time). potter's wheel. social and political prejudices. use of basic mechanisms. understand an academic treatise. emotions. TARDISes Alien intelligences. motorbike. light aircraft Up to 3. barely able to move. build time machines. pikestaff Capable of speech. Cyberman. astounding feats of memory. computer. lathe. spaceship Practically instantaneous travel. turn. knows folklore and legend. gun Basic reading and writing. far future knowledge.000 km/h (air speed record). average human. racing bike.5 km/h. very superstitious. open to reasoned argument. downhill skier Up to 550 km/h (speed of sound). crawl. dance pleasingly.000 km/h. rocket sled. bow. easy terrain. acts in response to basic urges Animal instincts. poetic speech. basic reading and writing. nuclear reactor Human maximum in the 20th century. use of light aircraft. biochemical nanocomputers. bicycle. obstructed terrain. use of plough. biochemical implants Future human knowledge.

embarrassed about tipping. always looks shifty. Cybermen Increasingly immune to biochemical mood changers. even mini-universes. cannot communicate.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. resents being order about unless it is done persuasively. generally has good fortune. Daleks Beyond human limits. totally gullible. obsessive. silver-tongued. As 8 Able to exert will to create matter. charismatic. paranoid or has a highly developed moral code. repulsive. striking appearance. persuasive manner. likeable. unperceptive. little resistance to intimidation Average human. drugs and physical pain. dreary company. can be a real rogue. automaton. oblivious to most persuasion. could sell his grandmother. Daleks. regarded as inanimate. will not break under torture but affected by truth drugs. robot Subservient. chameleon-like appearance changes. fails to spot things until they are very obvious Able to lie convincingly at times. able to hypnotize at will. sometimes gets excess change when buying groceries but loses money whenever he sells his car. intuitive A head-turner and stopper of all conversation.. picks up vibes Gets away with murder. Cybermen. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. can obtain information by bribery or cajoling. treated as an object Disagreeable. yearns for leadership Easily led. endearing. a natural actor and orator. overpays when bribing.. able to control and corrupt humans. can spot obvious con tricks. can keep a secret unless drunk Determined. able to shapechange or transfer mind elsewhere. a good talker. a laughing stock Neither likeable nor pleasant to behold. can get away with a few small fibs but always caught out in a big deception. difficult to distract or hypnotize Very single-minded. can keep a secret unless drugged or tortured. a professional poker player. zombie. obstinate. easily deceived. uncomprehending of social signals Average human. mind transference machines. sceptical. lacking in social skills. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 . socially skilful. pig-headed. suspicious of most people Human maximum. a leader of other men As 6 but with real power. boring and humourless. even able to survive destruction of the physical body.

These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. A player can elect to use Move to cross it in one action turn and keep moving. and to move across it into an area of flat ground counts as a total difficulty of 4. a character partly blinded by mist should receive a penalty. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution. A one-area wide chasm. largely based on the referee’s gut feeling. similarly. Modifiers At best. the difficulty should be lower. also affect other situations. Other modifiers reflect special situations. although those that affect vision. if it sounds wrong his action should be penalized with a higher difficulty. counts as terrain of difficulty 3. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves. for example. adjusting it as he sees fit using the general modifiers. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise. It is quite possible for a referee to run a game using only the default difficulty of 5. Most special modifiers affect combat. Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. as his action for the turn. use the one that is most relevant to the stated actions. for example. using Control and the Leaping special ability.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. if it sounds right. or leap across it.

These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. so a difficulty of 4 would be appropriate to build a 20th century Earth radio. radio. electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. machinery or MacGuffins. The Doctor needs to modify a 20th century transistor radio to transmit an SOS. if it consisted of gravel. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. for example. shifting rubble. however. building circuits from scratch might take 20 to 100 research turns. The difficulty is 4. a jet engine would be difficulty 5. The difficulty.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. operating at Determination 6. can be assigned according to the difficulty tables. and characters may need to complete a task in less time than the basic amount. obtained from the Knowledge required to understand the technology. They can try to complete these tasks in less time but at a higher difficulty. And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. One to induce fear in Cybermen. Knowledge gives appropriate difficulties for technology. The time in research turns required to complete a task depends on the scale of the project. RESEARCH TURNS Tasks such as building or repairing equipment. The time taken is until 1-12 research turns before they are needed. cannot be moved in one action turn: it takes many research turns of effort to clear. A rockfall consisting of six tonnes of rubble. 2 MacGuffins are prepared for the right moment. the difficulty might increase by 2 because no lifting gear is available. Repairs to electronic circuits might take anything from 1 to 20 research turns. preparing traps. Players may well choose to do so if their characters are clearly capable of 130 . the difficulty might increase by 1 because no scoops or shovels were to hand.

which he will certainly beat. The Doctor urgently needs to send his distress signal. Bench-thumping is the one ability that can be used to compensate for failure. however. This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets. will have changed as the character has made some headway. but if that too fails to work. He starts again. As referee you should make a feature out of failure. Failure Inevitably characters will fail at some research turn tasks. increasing the difficulty by 5 to 9. a total ability of 8. if the Doctor hurried his work the dice would be rolled only after six turns had passed. In effect. Conversely. a character can make a task easier by spending more time on a project these difficulties are also given. The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty. The Doctor again chooses to cut the time required by 50%. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee. Because the Doctor has Knowledge 6 and Electronics 2. That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. however. so the player opts to modify the radio in less time at a greater difficulty. the player knows he can easily modify the radio in 12 turns and be certain of success.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. In the examples. Although it is possible to test electronic components. and failure provides a chance to increase tension and develop atmos- 131 . He now needs to beat a difference of 1 to modify the radio in 6 turns. The time required. the character must start again. making a total difficulty of 7. and instead picks up the sounds of wonderful Big L. but the referee lowers the difficulty by 2 to 2. Incredibly. Whether a character hurries research turn activities or not. accomplishing a task within the normal limits — their abilities are higher than the difficulty. the time required stays at 12 turns. will be apparent. however. players can again opt to hurry. the Doctor fails to modify the radio. the dice are rolled only after the required number of research turns has passed. The Doctor decides he can complete modifications to the radio in 50% of the time.

1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres.DOCTOR WHO — TIME LORD phere. It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door. In essence. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 . Humanoids. forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key. need not always cut a hole big enough for an entire body to walk through. however. How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. too. The resistance is the difficulty that must be beaten to cut a 10 centimetres long. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table.

If the cutting tool beats the difference between its cutting ability and the Strength of the material. While the player characters are on the other side of a door which is slowly being cut through. such as those carried by Sea Devils or Ice Warriors. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. can be used to a greater or lesser extent as cutting tools. a craggy object riddled with faults or crevices would be easy to place a charge on. the Dalek would cut a further 10 centimetres through the door. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. Different types of explosives are listed in the Explosives Table. counting as almost certain and decreasing the difficulty by 2. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. the difficulty remains that of the material. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. but this value is used to overcome the resistance of the material.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. Each turn the referee would roll to beat a difference of 0. The difficulty of placing a charge is 5. as given in the Materials Resistance Table. A Dalek cutting torch. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. An explosive charge must be placed well to have maximum effect. that object is destroyed. modified according to any weak points. if he succeeded. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. however. A further attempt can be made to cut through after the cause of failure has been established. Cybermen and other ruthlessly efficient. the uncertainty is increased about the amount of time the players have to plan or escape. the cutter advances 10 cubic centimetres through it. although the Daleks can replace their guns with cutting torches. remember to remind them of their pursuer’s progress while they work out their next move. Wounds 6. reduce the difficulty by 2. There are three basic specialized cutting tools: cutting torches. Or perhaps the material has proved particularly resistant and progress has been slower than expected. cannot be reduced below 1. large charges take 1 to 8 research turns. In the course of a TIME LORD adventure. only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. this value is the resistance of one area of that material to explosives. thermic lances and mechanical cutters. Failure means the cutting tool has run out of fuel or energy. They are area weapons with potentially enormous destructive power. And by hurrying the cutting procedure. Materials resist explosives using their Strength. if it is the third attempt. such as difficulty 6 for a hard metal door. reduce the difficulty by 1. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. If the Wounds inflicted by the explosives overcome a material’s resistance. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. 133 . Species such as the Daleks and Cybermen. More fallible species may rush a job or just be incompetent. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. need dedicated cutters and cannot use their blasters as cutting tools. taking about 35 action turns. The difficulty. The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. however. if a number of Wounds greater than twice the material’s Strength are inflicted. but which need careful handling. in the case of a mechanical tool it has been blunted or has broken. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. blasters that use heat or sonic energy. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. Small charges of explosives can be placed in one action turn. Failure Daleks. In addition. Instead of rolling each turn to determine the cutter’s progress. Because cutting is such a slow process it can be treated like a research turn activity. that area is damaged. Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat. In contrast.

halving the amount of explosive reduces the Wounds inflicted by 1. bundle of four sticks Gunpowder.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb. She bundles four cans together with sticky tape. given in the Explosives Ranges Table. the nitro-nine would inflict 8 Wounds. and are virtually guaranteed of blowing up the Dalek. Doubling the amount of explosive increases the Wounds inflicted by 1. The Wounds inflicted by explosives can be increased by increasing the explosive charge. one can Plastic explosive. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. one keg Nitro-nine. however. half Wounds. Wounds 7. small Dalekanium bomb Dynamite. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. protected by Armour 9. rounded up. The dice. especially if it takes place between two player characters. one stick Dynamite. The zones are the range over which an explosive has effect. not go off at all. If she used only two or three cans. Rather than use the dice to determine the outcome of arguments or oratory between player characters. might not be enough to blow open a Dalek. Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. or go off in the wrong place and fail to destroy the object. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. sneaks up behind the Dalek and tapes the charge to its shell. should be used to determine the 134 . In the primary zone of effect. are inflicted on any person or object in the secondary zone of effect. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. Ace decides that one can of nitro-nine. The four cans of nitro-nine will inflict 9 Wounds. it will go off prematurely. similarly. allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. Failure If a character fails to place a charge accurately. full Wounds are inflicted on any object or person in that zone.

Anyone with fixed views. for example. They should also be used to determine the outcome of any attempt at hypnotism.talking. no change results: either character should offer something fresh for negotiations to continue.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. There is a subtle distinction between Awareness and Determination in negotiations. Determination is the imposition of ideas by force of will. Jo Grant. Awareness is the skill of persuasion by oratory and clever negotiation. 135 . Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion. for example. each should adjust his argument towards the other’s. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. And if both fail. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers. hypnotism and the like. is unlikely to have them radically changed by argument. however. Determination is used to resist orders. Awareness is used to resist persuasion and smooth. to convince a conservative businessman of the merits of communism. after the Master initially succeeded in hypnotizing her managed to resist further attempts. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint. If only one succeeds. Special abilities such as Bargaining. adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. If both characters succeed. Similarly. the other should adjust his opinion or is convinced of the merits of the argument. It would be difficult. although he might agree for convenience to follow some of its tenets.

(The Mind Robber. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare. For this reason it is best never to follow an existing story too closely: change the plot devices. blobby green creatures from the near side of beyond infinity terrorize Earth. (The Green Death.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops. (Time and the Rani. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot. The Chase. when they are doing it and why they are doing it. DOCTOR WHO is a universe where space opera mingles with horror.) Archenemy One of the Doctor’s enemies. thrillers and historical drama: all these styles and more can be used as the basis for adventures. The Time Warrior. is up to no good and has laid a trap for the Doctor to stumble into. galaxy or universe will result if they are not contained. the adventure at the end of this part of TIME LORD. As long as you know who is doing what.) 136 . Destruction of the planet. (The Daemons.) Ancient powers Accidentally or deliberately.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise.) Altering history Whether as a malicious action or prank.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem. A stock source of UNIT stories. time travellers attempt to alter history for the better. The Edge of Destruction. and the more able it is to adjust to the players’ approach and desires. but not change the course of history as they know it. if you cannot think of one. you will need to create your own adventures. RECURRENT THEMES Alien menace Tentacled. typically the Master or the Rani. The Claws of Axos. bringing technological advances many centuries earlier than they would have ordinarily have been discovered. the motives of some of the characters. Logopolis. (Delta and the Bannermen. comedy. The Mutants. (Galaxy Four. Planet of Evil. some of which may continue well into the next adventure or provide the springboard for it. many situations can be improvised. Or the archenemy is manipulating the resources of a planet or its people to gain power. and even add or remove scenes. (The Reign of Terror. The Crusade. (The Meddling Monk. The Doctor must live by his wits to survive and to find out the source of the irregularity. Even combine elements of plots so that one or more plots run alongside the main story line. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome.) A world gone mad Reality is overturned and nothing is as it seems. Your own imagination is by far the best source of a plot because the story line will be unique. A rough idea of the plot can be sufficient to run a game. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. (Spearhead from Space. Many themes recur throughout DOCTOR WHO. The Curse of Fenric. The less you write. the more flexible the adventure can be. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe. yet most times they are reworked with new aliens or settings to make them unique.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis.

to which details of people.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable. The Web Planet. Robot. (The Dalek Invasion of Earth. They help to provide the bones of a TIME LORD adventure. Dragonfire. The Web Planet. (Day of the Daleks. inexperienced time travellers attempt to break the first and second laws of time and reverse history. even at the cost of genocide. intelligent species invade a planet to colonize it or to strip it of its resources. (The Monster of Peladon. several can be used at once to great effect. these are creatures that have crossed or been brought across the dimensional barriers of the universe.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different. (The Pyramids of Mars. As alien intelligences or long dormant forces. creatures and events can be added.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe. Roles are reversed and what may happen in one universe may or may not happen in its parallel one. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon. The Three Doctors. The Face of Evil. racism and bureaucracy among other subjects. (The War Machines. The Invasion. (The Keys of Marinus. Science becomes the work of the gods. the Doctor must fight a battle of wits to evade the wrath of everyone. The Key to Time. 137 . the Doctor and his companions must choose who is right and who deserves help. is shunned or is enshrined as law or procedure. big business.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy.) Invasion Calculating.) Temporal paradox Companions and the Doctors meet themselves. (Invasion of the Dinosaurs. And if no one faction is better than the other. Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence. places. They must be stopped before mankind is destroyed or forever enslaved. The Romans.) Rightful rulers Species dispossessed of their rightful planet seek to regain it. The Robots of Death. City of Death.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment. (Frontios.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions.) Recurrent themes can form some or all of an adventure. Earthshock. (Inferno. whether through mistaken ideals or contempt for lesser mortals. (The Silurians.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. (The Abominable Snowmen. they dominate species and seek to take over their worlds. The Image of the Fendahl. (Resurrection of the Daleks.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters. Planet of Fire.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed.

with the aim of both leaking information and throwing suspicion on the Doctor or his companions. It takes experience to handle several small groups of players while keeping each one occupied. 138 . the detonation time would be a point on that time line. they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. in this case a shopping centre. Most of the time strong villains will have one or two efficient. bypassing any difficulties and choosing different course of action where necessary. Also make a note of potential friends and neutrals. days or even weeks. A time line is simply a schedule of events. and then theoretically outlining the progress of the adventure. usually after the Doctor has intervened. Time lines can cover periods of a few action turns. Before play you should draw sketch maps of key locations. and so on until the villain succeeds or is thwarted. not complicate it! TIME LINES Along with a plot. It can be worth drawing objects on the square notelets used to form areas to save time in play. if there is a chase. the next event on the time line takes place. The Edge of Destruction. Limiting the area over which play can take place makes it easier to prepare maps and details of places. As you become more familiar with the way adventures work. Autons and the like. They will work to their schedule. and restricts what the characters can do. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. The Templar Throne deliberately restricts the action to a limited area. and limits the number of antagonists. right down to the timing of the first landing and the arrival of the main force. Similarly. laboratories. several hours. Daleks planning the invasion of a planet will have spent weeks organizing their attack. detailing them by writing down their names and appropriate abilities and notes on personality. through to the arrival of the Doctor. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. so the odds of the characters going their own ways grows. Super-detailed plans of location are not essential. environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. Similarly. such as buildings. A referee should aim to simplify his bookkeeping. restricted the action to the control room and sick bay of the TARDIS. starting from the villain’s first moves. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. but so little of it will actually be used in play. the characters run through a maze of similar-looking corridors or passageways. It is also a good idea to include a few double agents or traitors. castle or scientific complex just for reference. the bridge. The Doctor also has a few referee characters who accompany and help him. hold and cells of spaceships. the scope of adventures can be broadened. Cybermen. The number of research turns he has to do this is limited by the time line. some TIME LORD adventures need to have time lines worked out in advance. even surviving in time to say goodbye when the Doctor leaves. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. You might like to draw the entire plan of a spaceship. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. Early adventures should take place in the confines of spaceships. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. and even the TARDIS control room. The set has only a few key locations in which all the action takes place. In effect they are a countdown to action: if nothing happens to prevent it. it is easiest to keep adventures on a small scale. many villains work to a definite schedule in the execution of their plans. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. As the number of factions and areas to explore increase. From simple adventures over a limited area. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. it is possible to avoid drawing too many maps.

You. If that means bending your rules or those of the game. then do it. When assembling all the elements of an adventure. Time lines. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure. too. it is important to build in flexibility. steamrolling their way through shallow artifices. While an adventure should include tasks that make use of certain characters’ special abilities. there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence. and that means being able to improvise. as referee. 139 . but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario.DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. They will spot inconsistencies in the plot. Minor events can go ahead regardless. should be flexible. And they will resent being channelled along the way the referee has prepared for them. are there to make TIME LORD an enjoyable experience for yourself and your players. it should not depend on a character succeeding. But to do so is a mistake.

By complicated analysis of the chronons in time-sensitized taranium.DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. It is possible. the seventh Doctor and Ace. for example. however. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene. the actions of the characters decide what happens next. and involves the First Doctor. Unlike a TV adventure. To a large extent. The first provides detailed maps of locations. 20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs. Scenes. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. broken into areas. or by allowing players to create their own characters. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 . Additional companions can be provided by using Alison from the appendices. could conceivably tackle the adventure. however. There is no fixed time line to regulate when events occur in this adventure. takes 2 research turns to reach temple. Story line Frustrated by the Doctor’s meddling in their plans. It is set after The Chase. Steven and Vicki. The adventure is broken into three sections: Maps. but difficulty 5 v Awareness to keep on path. Scenes describes the main encounters that are likely. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. Friends and Felons details the referee characters that will help or confront the player characters. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. the links and route the players take to each scene are not fixed. Encounters are broken into scenes that may or may not take place. for it to take place further along the Doctor’s time line. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. It helps. and Friends and Felons .

MAPS Map 1: schematic view of links between scenes. Escaping through the observation hatch in the top of the craft. Map 4: the temple. and the ship crash landed. but quickly disperse. at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. The Doctor should realize he is facing the Daleks. and works out how to ruin their plans. or by posing as miners carrying the offerings. although this should be regarded as only a guideline. takes off ready for the next adventure. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. on the beach side of the reef. The TARDIS. just inviting a weary traveller to take a dip. the Doctor can deduce that a thermal cutout has switched in and 141 . around which the Doctor and his companions are grouped. through the settlers’ transition to ‘new Greeks’. and explains why Hynossos is dead. the Doctor heads through the jungle. Examining the circuits in the control console. who will then ‘commune with the gods’ to relay the information. now disguised as a Grecian temple. one character. confident that the Athenosians will bring any news of strangers to the high priest. The Dalek capsule. Baskets of the phosphorescent ore are delivered to the Dalek craft. waves break over a reef some 100 metres away. Most of the Daleks meet their doom falling over a cliff to their destruction. A junior technician Dalek is currently doing all it can to get the capsule fully working.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. In the meantime the Daleks are waiting for the moment that the Doctor arrives. or he arranges for it to take off and explode safely out of the way of the planet Hellas. Hykronos waits for the right moment to release the time travellers. Out to sea. especially if the Doctor or a companion fans them away. If the characters voice doubts. Map 3: the village prison. deduces that the Daleks are extracting taranium. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists. killing the prime science Dalek that would be able to effect repairs. towards the TARDIS. will encounter Hykronos. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. in the other direction. the water lies still and blue. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. the sea laps against the chalk-like rock. The regressive colonists regard the Daleks as messengers from the gods. pursued by surviving Daleks. probably Steven. Expected outcome The plot will probably unfold one way. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. arrived on Athenos some 50 years too early. refined by the Daleks. the Doctor and crew enter the temple. All this is apparent on the TARDIS’s scanner. the Doctor explores the small craft. and are willing to obey them. When the Doctor and his companions arrive and begin to explore their surroundings. Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. the central console emits a loud and nerve-shattering bang. nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. Map 2: the beach. where they are briefly recognized and captured by the Daleks. Map 5: the Dalek capsule. leaving it to drown when the tide comes in. Either by hiding in the next offering of taranium ore. If that doesn’t give them cause to worry. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. Fleeing into the capsule and sealing the Daleks out of their own ship. not a route along which the players should be channelled. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. at least so the Daleks can report to the Emperor Dalek on Skaro. Inside the TARDIS. Left with only the Red Dalek to defeat. finally repaired. however. Wisps of smoke rise from the panels. Map 6: the chase. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. In the meantime.

The Doctor and his companions should be encouraged to explore their surroundings. or go out and investigate the apparent paradise outside (Scene 2). there are no hazards to swimming bar the water itself. there is a chance each research turn. The TARDIS has landed on Athenos. after 10 turns that it hurts. This encounter is not intended seriously to injure any character: it is a clue. starting with the first one after the TARDIS arrives. (If you put players in separate rooms to deal with their characters’ explorations separately. it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level. unwittingly delivering the Doctor into the hands of his enemies. At the end of every 5 turns immersion.. Strength 5. one of many islands that make up the land mass of the largely oceanic planet of Hellas. They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. each island or kingdom of islands is analogous to an independent Greek state. such as Steven. The people. out of the TARDIS. that a companion may notice movement in the jungle. After 5 turns’ immersion tell them that it irritates. Hykronos. nervous companions might panic him into leaving the TARDIS. diving masks. they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. or snorkels. During this time. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite. Tell any character who enters the water that it feels surprisingly tingly against the skin. the cliff or the jungle. 1A: Wait and sea If the players aren’t willing to get the adventure moving. the only way is to take it to them. Whichever method is used. Electronics is applicable). although the Doctor may feel safe. The beach shelves gently towards the reef. As a last resort. if the Doctor can beat a difficulty of 5 with his Awareness. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. The dilute fluoronic acid counts as a slow poison. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise. up to a maximum of 5 turns later. Allow players to send their characters in different directions.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. catching a glimpse of a human face. Computing is applicable). and has a corrupted Greek name (other kingdoms.) If players find it difficult to envisage their immediate surroundings. Spartia and so on). Companions can explore the beach. if the companions are determined to stay in the TARDIS. for example. The Doctor may recall which planet he is on (difficulty 8 against Knowledge). after 10 turns it is 2 and so on to its maximum of 5). are generally peaceful. He will then know he has landed far in the future along his time stream. could be Thebos. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. however. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days. roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. if the scanner is on. philosophic life of Ancient Greece. It is clear the TARDIS is going to be engulfed by the sea. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. however. he can even rustle up some scuba gear or breathing apparatus for no more than two people. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). divide your time equally between them to avoid players becoming bored. to recall its political status is difficulty 9. the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple. with an attack frequency of 5 action turns. The difficulty of noticing this reduces by one for each research turn that passes.. even if it causes a small administrative headache. The TARDIS is immune to the effects of fluoronic acid. Attacks continue even if the character leaves the water. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). 142 .

Hykronos. if the character doesn’t try to escape. He will find. Hykronos will typically move an area away each time and still attack. The player gets a chance to notice Hykronos’s approach. Quicksand counts as difficulty 3 terrain on the first action turn. when the companion recovers. The main aim of this encounter is to introduce a possible ally who. even at the risk of tackling a messenger from the gods. difficulty 10 against Knowledge. 2C: Science lesson Fluoronic acid. leaving them to be found and captured by the village patrol. once in the same area it is difficulty 6 against Control to avoid it. Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. however. the action should move away from the body. simply needs winning over: if he wins the fight. however. although initially hostile. can be won over. If the rest of the TARDIS crew appear. Hykronos will run for it. the Doctor should really investigate it. Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). urging him into hiding. in the dilution present in the sea. For each action turn in which the character tries to escape. where. the character will be attacked by Hykronos. On bending to examine the body closer. Difficulty 2 Dry Sand. Difficulty 2 Wet Sand. He should be kept as a free agent in the event of the companions’ capture. he will recover in time to alert the companion to the approach of the villagers. who has clearly fallen to his death from the top of the cliff. there will be chance to talk and convince him that the TARDIS crew are friendly. This the Doctor will know or find out from the TARDIS database or his memory. or nears its edges. the difficulty increases by 1. will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos. During the fight. who sees his chance to avenge his brother’s death. in fact he 143 . 2E: Body unbeautiful If all the TARDIS crew stumble across the body. he will drag the companion’s body deeper into the jungle. Difficulty 1 Quicksand. which the character must beat to escape using his Move. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). Difficulty 3 Sea. If he loses the fight.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand). the difficulty remains constant. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances. 2D: Body language Whoever enters the jungle first.

with squat. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. A guard is placed at the rear window. If struggle ensues. 2F: Caught out While the crew examines the body. Captured companions will be led through the jungle to the village. The players may choose to put up a fight. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . If a companion is KO’d. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. one-roomed house. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. another stands by the door. and forced to carry the body of Hynossos. have no weapons. This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards. crowd companions and attack them with blunt weapons from all sides to knock them out. but a moderately well furnished. which is obviously not a prison. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. which is hastily barred from the outside. Showing abnormal intelligence for guards in a Doctor Who adventure. and marches off in the direction of the temple. On the far side of the village.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. Despite protestations of innocence. they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. If no companion has met Hykronos or is a free agent. don’t resolve any further attacks against him: simply have the natives bind him. Curse of the Cyclops Map 3: Prison KEY Guard. then that is his fate — it is almost certainly the fate the Servitors will decree. and rescue the Doctor and his friends. there is certainly no harm jumping to such a conclusion. and the overflow of water seeps into the ground. and hardly a match for their captors. A spring bubbles into a stone trough in the central square. The gods will decide the player characters’ innocence or guilt. ‘Murderers! Seize them. he will nobble the back guard and free a companion if no player character is already free. The captives are led to one of the buildings. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. a trail leads up through the trees to a sand-coloured temple on top of a hill. If this immediately brings to mind the Daleks. Obvious weapons will be taken away from the captives. If Hykronos gets the chance. Photographic Memory helps). biff them with a blunt object. but they are outnumbered three or four to one. white-washed one-storey buildings scattered around a central square.’ cries the officer in charge. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village.

It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship. we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. but happy people who take pleasure in the gifts of the sea and the land. there are few villagers about. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). difficulty 3 against Control (Stealth helps). A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt. as most are at work in the mines. Steps lead up to a plinth. in which a single blank eye is painted. the head man’s house. 3B: Help. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners. to sneak through the village to the jungle. 3A: If in doubt. Hykronos can explain more about the Servitors. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. Each night. and left for the gods to claim. The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming.. pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. and that they need some material from the mines (Scene 7). Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple. they can discover that the temple vibrates slightly. SCENE 4: THE TEMPLE To all intents and purposes. but there is no widespread evidence of metal: spears and knives are made from sharpened shells. run It is easy. the gods sometimes leave gift of metal objects. Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. which the companions may deem necessary to take. 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor. at the front of which four round columns rise to a triangular frieze.. 4C: Of course nobody saw us. 145 . Only by entering buildings is there a chance of being noticed. The baskets are easily big enough for a man to hide in. In the largest building.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. Evidently they are craftsmen. If the characters are free to explore. consecrated by the high priest. leaving the Doctor in no doubt that the Daleks are at work. Make the companions roll once each research turn they are in the village to determine whether they are noticed. there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. Investigating the village raises the difficulty of sneaking about to 5. like the Dalekanium knife in the head man’s house. 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. Characters will be brought by guards into the building itself at the same time as the taranium ore. about a dozen baskets of ore are delivered to the temple. 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods. The two guards are each armed with a spear and a knife. In return. that their base is at the temple (Scene 4). failure will alert someone to the intruders’ presence and the alarm will be raised.

stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor. any Dalek looks dangerous. They fan out. the deck above is the observation deck. the door to the outside world will be shut. (And if the Daleks do get the courage to shoot. however. ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. surrounding the characters. however. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat. The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. What happens next largely depends on whether the characters are captives or voluntarily in the temple. the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. of course. the Doctor can sabotage it to destroy it safely and whichever Daleks are present. This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel. which has a lift to the roof (the way out).DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door. There. In the power rooms. nor would they be able to get their mined ore back to Dalek Supreme. 146 . taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working... To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion. any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). provided he keeps the ore next to him. The level the characters enter is the control deck: the deck below is the stores. sealing the doors against his enemies. and three Daleks glide out of each one — including the Red Dalek. he is saved. As a defence against pursuing Daleks (one through each door). trapping the characters inside. labs and power rooms. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. If the Doctor realizes this. In essence. Two pepperpot shaped doors rise in the opposite wall. But from behind. will not open fire while the characters are near the taranium ore and the ore is in the ship. While in the time machine. The Daleks. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase).

Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room. Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them. the control room and the escape route through the observation deck. tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels. 147 . scanners.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. and difficulty 6 against Knowledge to operate them. at the centre of which is a lift system.

the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. start the chase about 20 areas from the TARDIS. but would any scientist trust a glowing ore. It is completely harmless. but the Doctor might prefer to visit them. thereby providing a means of destroying their pursuers. possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. each D = one Dalek Initial Dalek positions KEY Jungle area. Neither the companions nor the Doctor will probably have had time to find their way about the island. The mines are open cast. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. Be prepared to respond to the players’ ideas. probably after the Doctor has arranged for the Dalek craft to be destroyed. The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. to obtain materials or examine the ore that the Athenosians are extracting. say.DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. difficulty 2 D TARDIS 148 . Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge). SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure. Each day the extracted ore is delivered to the temple in the evening. Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. arrive midway through chase Area containing Daleks. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements. 5A: Open choice The Doctor might raise the Athenosians against the Daleks. playing on the lack of reward for all the effort. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. SCENE 6: THE CHASE At some time near the end of the adventure. therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge.

Companions are able to run at Move 4. the Daleks will all move towards the companions this turn chanting. If they wait long enough. to worry the Doctor in the chase scene. inflicting 4 Wounds). where they have been stationed on patrol. seeming as if to head off the companions from their goal. or to climb down the cliff using the vines. some Daleks need to escape the capsule before it is destroyed. will get to the beach in time to be bogged down in quicksand. As the characters run towards the TARDIS. Athenosians Humanoids in appearance. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks. Warriors should be treated as Ancient Worlds soldiers in the rules. and the size of the Dalek capsule suggests only a small force is present. the Daleks have just moved into sight that turn. At this point their options are to stay and hide. cannot moove. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe. Place one or two Dalek counters on each flank. Or. and treat the Red Dalek as a Black Dalek. trapping the Dalek until the tide comes in and drowns it. and allow the players to place their characters’ tokens in any area they wish. 149 . the Doctor and company could make water bombs and attack any surviving Daleks. where the fluoronic acid in the seawater will make short work of its electronic circuits. In essence. No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. one of which should be the Red Dalek. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. the first Doctor can run at only Move 3. takes 20 action turns). all of them speak perfect English. ready to push Daleks off the edge. cannot mooove. Eight Daleks. Action turn one now begins: ask the players what their characters are going to do. there is a drop of about 10 vertical areas to the beach. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. They typically wear simple white kilts or tunics and sandals. If the companions get too cocky. any surviving Dalek. use Control against the Dalek’s Defence to hit. The companions typically see only six at any one time. and difficulty 6 to move three areas. Athenosians have fair. adding generous bonuses for drop kicks (+2 general modifier) or for using vines. although they should deal with any surviving Daleks. The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress.’ at which point their speech circuits give up in a sort of whining fade.. To allow the Doctor to see the end of the Daleks. They should always try to move two areas if the characters outdistance them too much.DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. Daleks trapped in quicksand should emit puffs of smoke and screech. usually just the Red Dalek. difficulty 4 to move two areas. They are immune to the effects of fluoronic acid. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. at the end of the action turn — in effect. two areas distant from the companions and one area ahead of them. No Athenosian wears armour. including the Red Dalek should be enough: use the statistics in the Time Lord rules. Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire. allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. a few others need to come in from other parts of the island. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with. Any Dalek that topples is destroyed on the beach below (no need to roll). ‘Search and destroy. ‘Cannot move. metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas.. lay out more notelets or draw more areas to fill in the terrain.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. To force a Dalek off the edge. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away. FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee. place one Dalek token in each marked area. panic-stricken. then Strength against the Dalek’s Weight to force it over the edge. search and destroy. Dalek reinforcements should arrive. armed with spear and knife (both count as edged weapons. At about the halfway point.

but murder of their own kind is one of the few things that will provoke hostility. but if he hears them talking or theorizing about the Daleks. as he is quite competent himself. He has no real role in the adventure.DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. First Aid 1. more than capable of dealing with the Servitors. he will have great respect. Overhearing the Daleks talking of their contempt for the natives. alerting the Daleks to the brothers’ presence. He will be present with the ore when the companions are delivered to the temple. and thereby learning that the gods were mere creatures. Hykronos Strength: 4 Control: 4. but be dismissed by his overlords to prevent him from getting in the way. hunting for the village as a living. 150 . bright. Hynossos stumbled on leaving the temple. Running 1. They are hard to incite to violence. He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. Unfortunately. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. he will know they are people he can trust — and. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. If he is beaten in hand to hand combat by a companion. He will initially regard the TARDIS crew as enemies. as messengers from the gods. the two ran to reveal their secrets to the village. and willing to contribute to any of the companions’ plans. Swimming 1 Knowledge: 4. Stealth 1 Size: 3 Weight: 4 Move: 3. but is a figure that the villagers respect. High Priest The high priest is an Athenosian under Dalek mind control. Hykronos is naturally sceptical about any messenger from the gods. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. He is resourceful. his brother was hit by Dalek fire just as he made the edge.


You.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. can be unsettling both for the player and his friends. If the referee beats the player after a struggle. and should be modified according to a player’s extremes. Exceptionally observant players. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. but notable cowards. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2. if he beats you after a struggle. If he easily beats you. Control Most players will have Control 3. An average person has Awareness 3. detailing education and possible special abilities arising from sports and pastimes. Track and field athletes should be given Control 5. Weight Lightly built men. You. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. 152 . the referee. smell or hearing impairment or who communicates awkwardly should be given Awareness 2. First. and with a little help from you. sixth form counts as Knowledge 4. female characters will usually be Size 4. Knowledge Knowledge can be gauged by the education a player has received. it is possible to do so in TIME LORD. a university background counts as Knowledge 5. Education to primary school level counts as Knowledge 2. Awareness Anyone with a sight. decide the actual values. applying any tests that are appropriate to determine the character’s abilities. who may suddenly learn more about that person than he might ordinarily reveal. his Strength is 1 higher than yours. Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned. the player needs to be more stubborn than the average mule. his Strength is 2 higher. the player should write a one-hundred word to two-hundred word resume of his background. Size reflects both bulk and height. an averagely built person should have Weight 4. Having someone playing himself as a character. Give any player who regular exercises or plays sports. Move All human characters have Move 3 and the special ability of Running 1. Control 4. Size Male characters will usually be Size 3. 4 for muscular and 5 for body-builder). the player’s character has a Strength of 1 less than the referee’s. the referee. the referee. Anyone with a job that requires conspicuous bravery. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. It should not break out into a war of words about a character’s abilities. It might explain how the character comes to find himself in the TARDIS. 3 for average. There is an advanced character creation system in Appendix 4 (page 159). Well-travelled. however. such as a fireman or a soldier in a bomb disposal squad. technically more competent people in the game world. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. say three times a week. should get Determination 4. women or youths should have Weight 3. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. worldwise players without formal education should have Knowledge that reflects their experience. An evenly matched referee and player have the same Strength. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. To get Determination 5. a thickset build coupled with great height deserves Weight 5. Determination Most players will have Determination 3. or players with strong oratory abilities should be given Awareness 4. education to age 16 counts as Knowledge 3. a player who is easily beaten has a Strength of 2 less than the referee’s.

Move 3. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. Awareness 3. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her. She has an attractive. sampler and computer. most people will need only 1 point. The equipment they have will be whatever they are carrying in their pockets when the character is generated. adventuring in the TARDIS is fun. skills appropriate to his background and training. however. Wearing purple and silver futuristic stage clothes. decides the quality of her voice is such that she deserves Singing 2. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. much of her work is composed at home using a keyboard. Remember that player characters are ordinary people: they are not superhuman. Keen Sight and Bench-thumping. Weight 3. to her. Only characters with very few special abilities should be given 2 points. A character. picking Sense of Balance 2. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. Where is that baby now? 153 . assign the special ability a value of 2. but give each character some speciality that will prove useful on his travels with the Doctor. or Iron Constitution 1 with Con 1. gives her the Control-related ability of Dancing 1. based on three years’ composing and singing. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. round face. Knowledge 3. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment. If the player has five times this amount of training or experience. Her hordes of admirers warrant the ability of Striking Appearance 2. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written. The referee gives her the following common abilities: Strength 3. picking the special ability of Independent Spirit 1. however. Determination 4. Iron Constitution. dark brown eyes and straight. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1.DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. Size 4. Tone down values that seem excessive. Control 4. ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience. A player should justify any particularly odd special ability that he wants. the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. Her career. shoulder-length black hair. for example. She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. The referee. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. Any special ability which meets these minimum requirements can be assigned a value of 1. a Strength 3 or Strength 2 character should have Cheat Death 2.

All are in keeping with technology in the DOCTOR WHO universe. Shock. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. however. Healing Shock damage heals far faster than Wounds. because players will not know whether an attack against them is going to be lethal or just knock them out. an attack with a blunt weapon. Referees should use safe combat to enhance the dramatic tension of an adventure. may be applied once to Shock and once to Wounds. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. overcoming Strength and recovery. Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). In the Wounds boxes on the character sheet. Any blunt weapon. In safe combat. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. Shock injuries make it difficult for a character to regain consciousness. a player should state at which level the blaster is set and whether it is set to kill or stun. Instead of inflicting different amounts of Wounds when set to stun or kill. Before firing. No one will know. any excess cannot be used to treat the other type of injury. A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS. A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. typically 6 to understand an Earth-built blaster or 8 to understand an alien one. First Aid. for example. Safe combat creates a feeling of uncertainty. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. otherwise such weapons by default are set to maximum Wounds. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded. for example. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury. A fist attack that inflicts 2 Wounds. however. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. 154 . A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. but heal faster than Wounds. seriously wounded or dead depends only on the number of Wounds he has taken. a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun. Instead of inflicting Wounds. either as Wounds or Shock. natural weapon or blaster can be used to make knockout attacks. usually inflicting 3 Wounds. The referee should decide before the game starts whether these rules will be applied. could be used to make a knockout attack that inflicts 2 Shock. Blasters that are found by player characters must first be understood to change the settings. could instead inflict 3 Shock. Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat.DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. so they should be genuinely concerned if he is gunned down. His character is assumed to be pulling his blows to avoid permanently harming his opponent. A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest.

If he succeeds. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating. each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. 155 . For the first five action turns. Power The power of energy weapons is finite and it is possible that they will run out through continued use. the cumulative power ability reaches six. Jamie picks up a blaster from a fallen space marine and fires at his pursuers. Jamie can fire without fear of the gun running out. Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam. To add to the uncertainty of using blasters. broadening the beam of energy emitted by the weapon. forcing them to take cover. the blaster runs out and Jamie must look for another weapon. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. especially when combined with group fire. the referee rolls the dice to try to beat a difference of 4. Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him. On the sixth turn of firing. The referee decides the gun is half charged and gives it a charge rating of 10.

Gone. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. the happier I become with assumed levels of competence as a game mechanic: the story. 16% and 5%. only the difficulties tables are needed to drive the system. Weapons. success will usually follow. too. The more I playtest the system. Such details are for those people who master TIME LORD as it stands. But beneath the simplicity is some cunning mathematics behind the odds of success. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. On a scale of one to ten that embraces the minimum and maximum values in the universe. and those that exist are largely for the benefit of the referee. In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. rather than letting even the most cack-handed character have a go. because we believe the enjoyment of role-playing comes through doing. 33%. Increasing a difficulty by one therefore has a marked effect on the odds of success. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. it is also important that few if any Earth weapons should remotely endanger Daleks. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. not all of whom will be familiar with the way a role-playing game runs or works. so some compromises have had to be made. not the accumulation of abstract numbers of points. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight. Such a mechanic assumes that the players will choose the best character for the job — if they do so. Ultimately. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 . Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use. I have concentrated on providing only those tables that are essential to the running of the game. I wanted to de-emphasize the role of combat in the game. some three years later. like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. and a sword becomes simply a sword. There is also a noticeable famine of tables. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. are described by type with limitations on their use. we saw an opportunity. Cybermen. generated by the referee as well as the players. becomes the driving force of the game. are details of specific weapons. TIME LORD’s co-designer and an old friend and colleague. 55%. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game. 3 and 4 are respectively 83%. many tables become redundant. Peter. the odds of beating differences of 0. and the game was in danger of remaining a private system played by only one group of people. which I chose to treat generically. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget. In the context of the DOCTOR WHO series. Out went character progression systems and character generation systems. quickly became involved in the project. We hope to have erred on the side of description of characters and aliens rather than numbers. of course. At the time. Ideally. rules should be transparent to the players of a role-playing game.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. 1. Gail Baker first provided the idea of levels of competence as a general game mechanic. It is primarily intended for fans of the DOCTOR WHO television series. Conversely. therefore. Besides. TIME LORD is reality. however. 2. and perhaps one day may materialize in a volume called TIME LORD COMPANION. because a proliferation of tabular information cannot easily be absorbed. but at the time I had no more idea of how to put them into effect than she did. Too many tables can be as much a disservice as too few. Some people. the rules had to be easy to understand. For the sake of stats fans. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. Now. and to prevent a mad rush for calculators. one gun is very much like another. DOCTOR WHO hadn’t been grafted onto the rules. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. Inspiration strikes writers and designers in the weirdest places. or any other warlike alien species.

for the sake of providing information that players will surely ask. Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. it reflects what happens in the television series.DOCTOR WHO — TIME LORD at difficulties less than his ability. quite simply. TIME LORD. not heroes. the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. however. previously lost stories such as The Ice Warriors have somehow come our way. which I regard as the only accurate source of official information. and the DOCTOR WHO television series frequently demonstrate this fact. Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. The spellings of names have been taken from the programme credits on screen. Some information. Again it sounds ludicrous. It is partly the reason why I opted for simultaneous combat rather than an initiative based system. as well as testing them almost to destruction. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. and that ordinary people often have no chance of success. is a rule book and must impose some sense of authority. Dave Morris. If there has been more than one version of something in the series. far earlier in time Mike Cule (as the third Doctor). Theory is all very well. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. Ludicrous as it sounds. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. By choosing to shoot individually at a separate target. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 . Marc Gascoigne. Patrick deserves special mention for reading and criticizing an early draft of the rules. And far. they need to find either a way round the obstruction or someone to whom it is not impossible. What matters is the speed at which unconscious characters recover. It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. To my mind the game works best when the safe combat rules in Appendix Two are added. as accurate as the television series itself. Thanks too must go to Pete Tamlyn. companions. aliens and enemies is taken from the series. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). My playtesters (and the characters they played) were Patrick Brady (himself). Mark Pawelek (James Wallis). the universe. The answer is. Life. but it takes playtesting to check whether the rules work in practice. may be contrary to popular belief or modern usage. say. therefore. being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. Should the characters confront the impossible. Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. too. none of which I’m glad to say has made it into TIME LORD. In combination with the referee’s tools of decision and difficulties. Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell. And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. in clusters of five and use the group fire rule. these creatures become the deadly aliens they occasionally appear to be. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. or by forgoing group fire. All the information about the Doctors. Peter and I have chosen whatever is best for game play. Together. but it happens in the series. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. the Trojan slave girl. nowhere does this effect show more than in TIME LORD’s rules for combat. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. The referee has a most useful tool here: the group fire rule. not real life. Dave Morris (the first Doctor). Paul Mason (yet again!). Paul Mason (Steven Taylor). Although I have said combat is not the main purpose of the game. FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. We apologize to fans for these characters’ absence. Look at the series and see how it works. security agent Sara Kingdom and the shapechanging robot Kamelion. If he chooses to keep the Daleks. In some cases.

Spread the word. horror and science fiction the series has encompassed over the years. and what a fine mix of drama. the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book. Ian Marsh Putney. Perhaps this accounts for DOCTOR WHO’s longevity. comedy. My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television. It has also created a strong attachment to all of them. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. Without you. besides indulging ourselves. But most of all it has shown us what a strong team the first Doctor has when the programme first started. the accuracy of this book would have been in doubt. Kamelion — who is no more than a cipher — is limited in his potential. even as a referee character.DOCTOR WHO — TIME LORD characters. Similarly. June 1991 158 . But we have heeded the polls and included most of the popular monsters.


TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point


DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.


DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.


Awareness: 1. Control: 3. Driving 2. the referee should increase the difficulty of succeeding at the experience roll. Mechanics 1. Move: 4. four 2-point abilities and eight 1-point abilities. Weight: 3. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). 1. The four remaining 3-point abilities. Knowledge: 5. To start. SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities. she believes her Awareness to be too low. Heaven help the Doctor when she gets loose in the TARDIS! 162 .DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. Determination: 3. Size. Cheat Death 2 Control: 3. 3 and 2. a value of 2 to Strength and a value of 1 to Awareness. Size: 3. and the experience gained. She rolls the dice. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. The referee should keep a log of attempts made or failed. Weight and Determination. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. she assigns values of 3 to Control. Driving 2 Knowledge: 5. and elects to take the special abilities of Cheat Death 2. Bench-thumping 2. She is left with eleven 1-point abilities. Mechanics 1 and Engineering 1. On reflection. Bench-thumping 2 Size: 3 Weight: 3 Move: 4. she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability. and combines the remaining three 1-point abilities with it to give Awareness 3. Her abilities currently are as follows: Strength: 2. She envisages her character as an enthusiastic car mechanic who loves tinkering. if it is not appropriate. generating differences of 0. She must still assign a value to Move. Her final abilities are: Strength: 2. so she combines two 1-point abilities to give a two-point ability.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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